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Cryptomattes not working with OpenEXR half-float or/and lossy compression (DWAA/B)
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40
Broken: version: 3.3.0 Alpha
Worked: -
I know that this is not a bug but Cryptomattes with MultiLayer OpenEXR half-float and/or lossy compression are useless actually because they can't be saved separately the direct way.
To fix this it would be great that Cryptomattes would be saved in general separately correctly in a lossless compression and full-float (like how Redshift is doing it).
- Render Crypomattes in half-float or full-float with lossy DWAA/B
- Result: broken and useless
**WORKAROUND**
- Create a new layer
- Activate Cryptomattes only
For rendering only (do not save):
- Remove/turn off lights
- Set all Light Passes to 0
- Set World Properties to 0
- Render this layer separately in MultiLayer OpenEXR full-float
| [
"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).",
"Segfault with gdb debugger in PointsToVolume node\nOperating system: Linux-6.4.3-gentoo-x86_64-AMD_Ryzen_9_7950X_16-Core_Processor-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.3-gentoo) AMD 4.6 (Core Profile) Mesa 23.1.3\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nGCC builds with a gdb debugger attached crash in the Points-to-Volume node.\nThis does not happen if no debugger is attached, or when using msbuild.\n\nUse a GCC Debug build, run Blender with a GDB debugger attached.\nCreate a point cloud and convert it to a volume.\n\n\nOpenVDB will throw a lot of warnings about missing RTTI on the [`ParticlesToLevelSet::Raster`](ParticlesToLevelSet.h#L468) class.\n```\nRTTI symbol not found for class 'tbb::interface9::internal::finish_reduce<openvdb::v10_0::tools::ParticlesToLevelSet<openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > >, void, openvdb::v10_0::util::NullInterrupter>::Raster<blender::geometry::OpenVDBParticleList, openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > > > >'\n```\n\n~~This appears to be a long-standing gcc bug:\nshow_bug.cgi?id=81932\nThe nested `Raster` class is virtual due to its destructor, which seems to be the condition triggering this problem.~~\nEDIT: The same problem occurs with the _Volume Cube_ node, the gdb warning might be a red herring. Removing the `virtual` keyword from the `Raster` class also silences the warning, not sure if this class really must be virtual at all.\n\nThe effect is that debugging any file containing a Points-to-Volume node with gdb becomes impossible. I'm not sure if there is anything we can do on the Blender side to work around the problem.\n\n",
"Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n",
"Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n",
"MetaData of multilayer EXR not shown in UV/Image editor\nversion 2.74 (sub 5), branch b'master', commit date b'2015-05-28' b'20:10', hash b'3511e2d', b'Release'\nbuild date: b'2015-05-29', b'04:10:03'\nplatform: b'Linux:64bit'\nMetaData not stored into EXR (multilayer)\n\n\nLoad a rendered openEXR-multilayer into image editor, check \"Draw Metadata\" and nothing info appear.\n\nWorks fine with \"plain\" OpenEXR\n\nDaniel\n",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"PNG 8bit and 16bit loads differently in compositor\nOperating system: Linux-5.15.0-52-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: 3.3.0\nversion: 3.5.0 Alpha\nSince 2.92\n\n\nI've saved one render in EXR PNG and PNG16.\n\nEXR is good for image compositing, so that we know that it has pre-multiplied alpha. If we load it into compositor, it shows correct results, and we can note that alpha setting in image node is premultiplied by default.\n\n\n\nBut we can say what image is straight, so that Blender multiply RGB channels by alpha:\n\n \n\nPNG16 we know has straight alpha. Blender indicates that and set alpha setting to straight by default. So that we lost glowing effect, as expected.\n\n\n\nWe can force image to be pre-multiplied by switching the setting. And in this case we can see the white border around cubes as an artifact of, shall we say, \"de-premultiplication\" as expected:\n\n\n\nNow load PNG8. It loads as premultiplied even alpha setting is straight by default:\n\n\n\nSo we know that PNG8 has straight alpha. And Blender shows it as straight alpha correctly. But what is incorrect, the image itself. In fact, Blender makes \"de-premultiplication\" under the hood and PNG8 with alpha set to straight displays as pre-multiplied. And we can be convinced of that by changing alpha to premultiplied revealing double \"de-premultiplication\" (One from loading image and one because of PNG specification) or double dividing original pixels by alpha:\n\n\n\nSo in order to get correct representation of PNG8 we need to add additional alpha convert step:\n\n\n\nSo looks like this hidden \"de-premultiplication\" process is made for image texturing (see: T99701). I don't know that's happening under the hood, but it looks like that in texturing PNG's functions as straight, even then the whole \"pipeline\" uses pre-multiplied. So somewhere in the past someone decided to make PNG8 for texturing and PNG16 for compositing by doing this weird thing under the hood, and making this headache for future us, so that we struggle with different PNG's in one application.\n\n\nImages for testing:\n\n\n\n\n\n\n\n\n\n",
"EEVEE Cryptomatte Processing Performance\nCurrent implementation uses a single core. During implementation it was always kept in mind that we should do the processing in a threaded way. It should also be possible to render the next sample during the integration of the previous sample in the accumulation buffer.\n\nAnother solution would be to do the sorting on the GPU using compute shaders. [D10913: GPU: Compute Pipeline.](D10913)",
"Cycles: Caustics don't work when volume boundary between casting and receiving surfaces\nOperating system: MacOS, Windows\nGraphics card: Apple Silicon, Nvidia RTX3090\n\nBroken: 3.5.1, 3.6 Alpha\nWorked: -\n\nWhen there is a volume boundary between a caustic casting and receiving surface, the caustics vanish. \n\nOpen the attached .blend file. There is a sun, an ocean surface, and a sea floor. There are 4 sections: \n- On the right, there is no volume and the caustics appear\n- the two middle sections contain volumes where either the top or bottom boundary of the volume is between ocean and floor, and no caustics appear\n- on the left the volume boundaries are above the ocean, and below the floor, and caustics are visible\n\n",
"Buffering of nodeGroups is not working correctly\nOperating system: Fedora 31 (5.3.16-300.fc31.x86_64)\nGraphics card: Intel Corporation UHD Graphics 620 (rev 07)\nNVIDIA Corporation GP108M [GeForce MX150] (rev a1)\n\nBroken: 2.81\nWorked: (optional)\n\nIn compositing mode, when connecting output of a Value node to Y input of Translate node, every thing works as expected.\nBut when putting the Value node to a group and enables the `Buffer Groups`, connecting the output of group (which is output of Value node inside it) to Y input of Translate node does not works as expected!\n\n\nOpen:\n[problem.blend](problem.blend)\n* F12 to update.\n* Note that the `Buffer Groups` option is enabled (SideBar).\n* Note that by disabling this option and updating the tree, node group will work again.",
"Shadow buffers\nIn order to reduce Shader register pressure during shading phase, we need to transfer the shadow sampling of opaque surfaces to a fullscreen pass.\nWe would store 1 or 2 bits per lights (limiting number of shadowed lights per pixels to 32 or 16) and use noise to dither the shadow shape.\nThe noise would disappear with accumulation.\nThis idea was explored in this presentation [link](view).\nThe issue is that this technique will not work for alpha-blended surfaces that will still need the standard shadow code.\nContact shadow and cascade shadows cost could be reduced. This could be the opportunity to remove support for contact shadows for alpha blend surfaces.\nThis also will permit to have raytraced shadows in the future.\n\nEstimate : 2 weeks\n",
"Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n",
"Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box",
"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\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\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.",
"With ThinkPad keyboards Zoom does not work with the trackpoint and middle button\nOperating system: Linux ubuntu 22.04\nGraphics card: Intel HD4600 + NVidia GT730M\n\nBroken: 3.4.1\nWorked: Works correctly until Blender version 3.3.1\n\n\nIn previous versions of blender moving the trackpoint and pressing the center button of the trackpack on thinkpad keyboards blender zooms in and out. In version 3.4.1 it no longer does. In 3.4.1 rotates the wiev. Does not work with or without 3er button emulation. In previus versions it works correctly, does zoom in and out. \n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart blender move the track point while cicking the middle button on the trackpad.\nUntil blender 3.5 it does zoom, in 3.4.1 rotates the view. (I think in some alpha 3.4 it works but not in 3.4.1)"
] | [
"Cryptomatte EXR Output Bit Depth should always be 32bit.\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 2.92 release\n\n\nI am not sure if this is considered as a bug, but as it is inconsistency in EXR file saving I report it here.\n\nIf Half Float format is selected in EXR output Cryptomatte layers are saved as 16bit , but Cryptomatte must be 32bit to be usable. This should follow same logic as Z-Depth which is always saved as 32bit even if the EXR setting is Half Float (16bit). So, Cryptomatte layers should be possible to be saved as 32bit in EXR no matter what is the main bit depth of the output file. This would be expected to avoid pipeline problems from 3D to compositing.\n\nAttached image shows saved layer bit depths.\n\n\n\n1) Open attached **blender_render_output_bit-depth.blend** -file and render animation. File has just 1 frame animation range prepared for saving example files.\n2) It saves 2 files to /tmp/ -folder: One from Output Properties and one from Compositor File Output\n3) Open rendered files in image viewer that allows to see information of saved layers in EXR files (DJV).\n4) See bit depths of saved layers in images to see that Z-Depth is 32bit in Half Float image and Cryptomatte is 16bit.\n\n[blender_render_output_bit-depth.blend](blender_render_output_bit-depth.blend)"
] |
The object disappears when using soft body simulation (only happens in this my soft body custom setting)
Operating system: Windows 11 Pro
Processor 12th Gen Intel(R) Core(TM) i9-12900K
Graphics card: asus dual geforce rtx 3060 12gb gddr6
RAM:32.0 GB
Broken: 3.4/3.3 / 2.92
The object disappears when using soft body simulation (only happens in this my soft body custom setting)
pull = max 0.999
push = max 0.999
and bending = max 10 when bending is max object disappears....... is it bug?
[1_1.mp4](1_1.mp4)
[test softbody.rar](test_softbody.rar)
| [
"Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|||\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)",
"Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n\n\n\n\n\n\n",
"Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n",
"Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n\n\n",
"Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n\n\nBlender 2.79b\n\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n",
"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",
"After Remove Rigid Body World. The rigidbody setting will be lost.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I don't know.\n\nAfter click the Remove Rigid Body World button. The object's rigidbody setting was lost.\nIts setting should be preserved, just like the rigidbody constraint setting.\n\n\n1. Create a cube.\n2. Enable rigidbody for the cube.\n3. Play 5 frame.\n4. Click the Remove Rigid Body World button.\n5. Recheck the cube's rigidbody setting. It can be found lost the rigidbody setting.\n",
"Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n",
"Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n",
"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",
"Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n",
"Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n",
"Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\n\n\n\n",
"Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n",
"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\n\n"
] | [
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n"
] |
Memory cache issue in Sequencer
Windows 10 pro, GPU - NVIDIA GeForce GTX 770
Broken: 2.78, 2.78a
Worked: 2.77a
Memory cache not working in Sequencer with added "Scene" strip and OpenGL Preview disabled. In Compositor as input node loaded Image Sequence connected with Composite Output node.
On another computer the same issue
This is working correctly in 2.77a.
| [
"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\n\n\n\n\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.",
"OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n",
"Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.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.",
"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",
"Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n",
"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",
"Reversing frames on video sequencer don't play them backwards\nOperating system: Windows 10\nGraphics card: Nividia GEFORCE 940MX\n\nBroken: ( 2.82a, 2020-3-12, as found on the splash screen)\n\n\nReversing frames do not play the frames backward as expected to when the strip is split.\n```\n\n```\n\nvideo sequencer -> Add an image strip -> cut the stip into 2 or three parts -> select the middle stip ->check the reverse frame checkbox.[Reverse.blend](Reverse.blend)\n",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"File Output nodes output gets overwritten by \"standard\" output (if the same filename is used)\nI have a scene with simple animation. \nI'm rendering muilti-layer open exr with an composite output node with the passes as in them. \nThe standard file 5 year old output bug is still here, where your file saves twice, once from the main file output tab and again on your composite output, normally I don't care whatever, it will just overwrite and I'll end up with one file. \n\nAfter setting up my render output with all the layers I want, normally I just let the overwrite button on regular output be set and it's fine. However all my passes in the exr file were changed to VeiwLayer.(pass), and I'm missing passes like image and alpha or others I might composite into the composite output node. \n\nMy work around is to make the file name something different than my composite output vs the normal file output name. \nBut now I'm saving twice and having to deal with deleting 100s of gigs of junk EXR files from the main file output tab. \n\nIf you render one frame from the file I uploaded, then drop it into a compositor like nuke, fusion or cough cough AE, you'll see the passes are different. \nP.S. You can kill the textures, sorry I didn't pack them for size sake\n\nThank you\n\nblender 3.6 \nFile SYS - (although it seems to be the case on multiple machines, so I thinks it's just an overlook bug): \nryzen 9 5950x\n128 gigs ddr4\nrtx 4090\n\nAnd \nM1max 64 gig integrated\n\n",
"Cycles: CUDA takes ages to render what takes seconds on CPU and OPTIX (it also needs way more RAM)\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1, 2.93, 2.92\nWorked: I think it was always the case\n\nThe dino demo file (Splash Blender 2.92 60337d495677e942564cce76) takes with CUDA (BVH2) way longer to build the scene than CPU (Embree).\nIt also needs a lot more RAM. \nCa. 100GB of RAM\n\n\n```\nCUDA (BVH2)\nFra:1 Mem:1175.90M (Peak 51547.35M) | Time:21:52.48 | Compositing | De-initializing execution\nSaved: 'C:\\tmp\\0001.png'\n Time: 21:53.12 (Saving: 00:00.63)\nOptix (Embree)\nFra:2 Mem:1176.06M (Peak 14002.25M) | Time:00:36.55 | Compositing | De-initializing execution\nSaved: 'C:\\tmp\\0002.png'\n Time: 00:37.16 (Saving: 00:00.60)\nCPU (Embree)\nFra:1 Mem:1175.90M (Peak 14007.17M) | Time:01:08.57 | Compositing | De-initializing execution\nSaved: 'C:\\tmp\\0001.png'\n Time: 01:09.21 (Saving: 00:00.63)\n```\n1. Open the scene\n2. Set it to one sample (disable denoising)\n3. Render with CPU, CUDA and OPTIX to compare.\n",
"CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n\n\n\n",
"Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n"
] | [
"2.78 VSE no longer caching Node Editor scene strips\nWindows 10, 64 , 16Gb RAM\nAMD Radeon HD 6450\n\n2.78\n\n\nJust updated from 2.77a to 2.78, loaded my project and noticed VSE does not cache at all Node Editor scene strips. 2.77a VSE does cache as long as I check \"no sinc\" playback.\n\nCreate a new scene in Node Editor. Input a movie clip and aply some efects, transforms, tracks, etc.\nLoad this scene into VSE as scene strip.\nRefresh sequencer\nCheck no sync playback.\nPlayback the scene for caching.\nPlayback again. No effect.\n\nIf You do this in 2.77a, the second playback is perfectly smooth, it has been cached. (Same settings)\n"
] |
Convert curve to mesh does not work
Operating system: Windows 10
Graphics card: Geforce GTX 690
Broken: 22.05.2019 and newer, blender-2.80-caf52e3779a9-win64 to.
Worked: blender-2.80-e78770039397-win64 - at 21.05.2019
Then use a convert curve (geometry is made with bevel profile) we get a mesh from base curve only, not a whole geometry. Same rezult when use a "Visual geometry to mesh" comand.
Based on the default startup or other file:
Create BezierCurve, then BezierCircle. Use BezierCircle as bevel object. Then "Convert to Mesh" | [
"Geometry Nodes not using `MeshSequenceCache` data while rendering\nOperating system: Linux-5.4.0-153-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.6.2\n\nDuring the rendering, the geometry contained in the `Object Info` node in geometry nodes does not take into account `MeshSequenceCache` modifiers of the corresponding object.\n\nHere is a simple blender file containing a 3D animated sketch made in VR with Quill, and imported through an Alembic file : [bug_mesh_cache_geo_node.blend](attachment). \nThe sketch has 2 keyframes, with each exactly one stroke. \n\nA geometry node is applied to the mesh to add a sphere at the position of the first vertex of the curves.\n\n\n\nA rendering of the second keyframe (frame 10 for example) shows that the geometry node is using the data of the first keyframe of the curve, since the sphere is located at the beginning of the curve in the first keyframe.\n\n\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",
"Mesh is not being deformated correctly via Mesh Deform Modifier (quads, tris behave better)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4\n\nI have an Object 1 that I use as a Mesh Deformer target to on Object 2. Both are meshes, of course. Object 1 is parented to an Armature with just 1 Bone.\nWhen I rotate the bone, the Object 2 is deformed incorrectly. It looks like \"waves\" are going through it.\n\nBind Object 2 to and Object 1 with Mesh Deform Modifier. I use Precision of 6 which I think must be enough for such a simple construction. Then Rotate the Main Bone.\nI also added the Camera parented to the Bone, so that you could use view from camera to see changes, relative to the rotation movement itself.\n\nNote: triangulating the cage mesh with a modifier during bind seems to eliminate most of the wiggeling.\n\n[Mesh_Deform_Bug.blend](Mesh_Deform_Bug.blend)\n\n[Mesh_Deform_Bug.mp4](Mesh_Deform_Bug.mp4)",
"Geometry based lights do not generate shadow on a shadow catcher surface\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.0.0 and further versions\nWorked: (2.93.10 LTS)\n\nGeometry based lights do not generate shadow on a shadow catcher surface.\n\n- Open attached file\n- Switched to viewport rendering\n[#103795-3.blend](T103795-3.blend)\n\nBlender 2.93 LTS:\n\n\nBlender 3.x:\n",
"Geometry Nodes/Curve to Mesh: BLI_ASSERT_UNIT_V3 failure for curve normals in `math_rotation.cc#rotate_direction_around_axis` when using Minimum Twist \nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-14, hash: `rBUnknown`\nWorked:?\n\nWhile debugging and testing changes in `curve_to_mesh_convert.cc`, I came across a `BLI_ASSERT_UNIT_V3` failure for curve normals in `math_rotation.cc#rotate_direction_around_axis`.\n\n```\nRead blend: /tmp/rotate_direction_around_axis_normalize_bug.blend\nBLI_assert failed: source/blender/blenlib/intern/math_rotation.cc:16, rotate_direction_around_axis(), at '!(fabsf(_test_unit - 1.0f) >= 0.0002f) || !(fabsf(_test_unit) >= 0.0002f)'\nAbort trap: 6\n```\n\n`rotate_direction_around_axis` is called from `CurvesGeometry::evaluated_normals()... curves::poly::calculate_normals_minimum()` when using `Minimum Twist` (no assert failure in `Z-up` mode). No apparent negative effect when tested with non debug release. It seems to be due to the fact that `curve_geometry.cc#rotate_direction_around_axis()` does not normalize its returned value. It happens on a fairly big curve with ~200k control points that I created to test curve_to_mesh performance. \n\nFull backtrace:\n[rotate_direction_around_axis_normal_assertion_failure.txt](rotate_direction_around_axis_normal_assertion_failure.txt)\n\n**How to reproduce:**\nStart Blender (compiled in debug mode) from command line to see standard output, open the test file and switch the Set Curve Normal to \"Minimum Twist\". `BLI_assert` message should appear on the standard output.\n\ntest file:\n[rotate_direction_around_axis_normalize_bug.blend](rotate_direction_around_axis_normalize_bug.blend)\n\n**Suggested change:**\n\nNormalize the result of `rotate_direction_around_axis`:\n\n```\nlang=diff\ndiff --git a/source/blender/blenlib/intern/math_rotation.cc b/source/blender/blenlib/intern/math_rotation.cc\nindex 454862c8d18..92eb7832eb8 100644\n--- a/source/blender/blenlib/intern/math_rotation.cc\n+++ b/source/blender/blenlib/intern/math_rotation.cc\n@@ -20,7 +20,7 @@ float3 rotate_direction_around_axis(const float3 &direction, const float3 &axis,\n const float3 diff = direction - axis_scaled;\n const float3 cross = math::cross(axis, diff);\n \n- return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);\n+ return math::normalize(axis_scaled + diff * std::cos(angle) + cross * std::sin(angle));\n }\n \n float3 rotate_around_axis(const float3 &vector,\n```\n",
"Blender FBX won't export Mesh Geometry converted from Curve with geometry nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\n\nWhen creating meshes procedurally using geometry nodes modifier on a curve object, this object won't get exported by FBX exporter even if the result is a mesh, not a curve.\n\n1. Create a curve object\n2. Add geometry nodes modifier, create new GN node network \n3. Convert the curve to a mesh and add some topology (for example using curve fill)\n4. Export this object using FBX\nResult: The mesh is not exported\nExpected: The mesh is exported\n\n",
"Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n",
"Blender crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```",
"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. ",
"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\n\nThis is how it opens in max post export:\n\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\n\nPrepared debug scene (as requested by Howard): \n\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n",
"UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n\n\n--\n\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)",
"FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\n\n",
"Regression: When making a collection real, curves with depth in the collection are instantiated twice\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.2.0\nBroken: 3.0\nWorked: 2.93\n\nCaused by b9febb54a4\n\nwhen making a collection real, curves where geometry/bevel/depth is not zero are created twice.\ncurves that do not have this property set are only created once.\n\n- open the attached file\n[curves_file.blend](curves_file.blend)\n- select the collection instance\n- object -> apply -> make instances real\n\n**What should happen**\n- every object of the collection appears once\n\n**What happens**\n- the \"BezierCurveWithDepth\" appears twice in the hierachy\n\n\nthis also is the case, when exporting the instanced collection, without making it real\n",
"UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.",
"Issues with Fluid sim INSIDE objects\nOperating system: Win 10\nGraphics card: Twin GTX 1070\n\nBroken: 2.92\nWorked: 2.91\n\n**Fluid sim inside properly meshed objects does not work at all**\n- Create a tube with a curb or a Cylinder,\n- add a solidify modifier and apply it,\n- put a icosphere and downscale it to fit inside the tube,\n- keep icosphere selected and go to Object -> Quick Effects -> Quick Liquid.\n- scale the domain to fit everything inside.\n- Use tube as effector (planar or not does not work either way)\n- Try to bake a sim.\nAll settings that used to work in 2.93 and 2.91 do not work AT ALL in 2.92. Looks like it considers the mesh as a closed object.\n\nThanks in advance"
] | [
"Convert Curve to Object looses beveled object\nOperating system: Mac & Linux\nGraphics card:\n\nBroken: 2.80.71 Release on May 22nd and May 23rd - Hash: `a1ad71304c2d`\nWorked: 2.80.71 Release on May 21st - Hash: `e78770039397`\n\nWhen you try to use `bpy.ops.object.convert(target='MESH')` (via UI or Python scripts) on a CURVE that uses Geometry > Bevel > Object = Another Curve Object it removes the bevel before converting to a mesh\n\nCreate 2 curves, attach the first curve to the second under Geometry > Bevel > Object and then convert the curve to a mesh",
"\"convert to mesh from curve\" fail if the curve has a bevel.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 72)\nWorked: blender-2.80.0-git.2a9214eaaf04-windows64\n\n\n\"convert to mesh from curve\" operator doesn't work properly if the curve has a bevel object\n\nopen the attached file and try to convert the curve to a mesh.\n\nthankyou\n\n[convertto.blend](convertto.blend)\n\n\n",
"Cannot convert curve to mesh \nOperating system: Linux-5.0.0-15-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nCannot convert curve to mesh .\nThe issue arise when using an array but also without array.\nTest the attached file and try to convert the object 'SpiralSupport' to mesh. Array ask that I convert to mesh. When I try to do it either the object disappear or just does not become a mesh..\n\nI create a beziercurve \ndid use a bezier circle to tapper it\ndid use also a bezier circle to bevel it.\nOnce I got the first object shaped as needed, I did pass it to an array modifier.\nThe duplication worked and then I needed to convert the 5 supports from curve to mesh.\nThat does not seem to work as the curve keeps existing even if I try to delete it.\n\n[28 Restaurant Illustration _010-02.blend](28_Restaurant_Illustration__010-02.blend)\n[Based on an attached .blend file (as simple as possible)]\n\n"
] |
Generated texture coordinates not working in cycles
Operating system: Windows 10
Graphics card: Nvidia GTX 1070
Broken:
2.80, d9596de294e, blender2.8, 2019-01-07
The "Texture Coordinates" node's "generated" output produces coordinates that are based on object position instead of vertex position.
This error occurs both when using cycles and eevee and even when rendered
[dumb0001-0180.mp4](dumb0001-0180.mp4)
[Generated_tex_test.blend](Generated_tex_test.blend) | [
"Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)",
"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. ",
"Eevee: Image Texture Node: Switching the source from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: Unknown\n\nSwitching the source of an Image Texture shader node from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color in Eevee. If it is working correctly, it should display once more the original texture as seen initially with the \"Generated\" setting. The problem is present only when Eevee is used as renderer. With Cycles, the texture is switched correctly to undefined (pink color) when switching to \"Single Image\" and back to the original one if changed back to \"Generated\".\n\n\nLoad the attached .blend file, change the image source on the material texture node to \"Single Image\" and then back to \"Generated\" while Eevee is used as renderer. \n\nFor comparison: Change to Rendered Viewport and Cycles as renderer. Repeat the changing of the image source to observe the correct behavior.\n\n[generated-image.blend](generated-image.blend)\n\n\n\n",
"Using the alpha channel of an image texture corrupts RGB Channels in both EEVEE and cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nUsing the alpha channel of an image texture affects RGB Channels in both EEVEE and Cycles when connecting the alpha channel to another arbitrary node.\n\n\n- See attached .blend files for Eevee and for Cycles\n\n|Blender file that demonstrates that behavior in EEVEE:|The same behavior manifests itself a little differently in Cycles:\n| -- | -- |\n|[Plane_test_file_EEVEE.blend](Plane_test_file_EEVEE.blend)|[Plane_test_file_cycles.blend](https://archive.blender.org/developer/F12860576/Plane_test_file_cycles.blend)\n\n\nAs it seems connecting the alpha channel somehow unpremultiplies the image.\nAll images are stored as openexr, the image alpha is therefore set as premultiplied.",
"Perstistant data causes point cloud objects to move\nOperating system: WIndows 10\nGraphics card: RTX 3070Ti\n\nBroken: Latest 3.4 Alpha of time of writing\nWorked: Tested back to 3.0 where the domain size node doesn't exist.\nCorrect location, no persistent data: \nRandom location, using persistent data \nA combination of animating the point cloud count and Persistent data causes the point cloud to move from its set location. \nBased on the default startup or an attached .blend file (as simple as possible).\nRender with and without persistant data.\n[Bug_test.blend](Bug_test.blend)",
"Attribute Node Doesn't Function Under World Shader Context\nOperating system: Windows 10 19044.1826 64-bit, Linux 5.18.14.arch1-1\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken: 3.2.1\nWorked: never\n\nThe `Attribute` node (both in Cycles or Eevee) doesn't work under World materials.\nAlso the `Geometry` and `Instancer` types in the node are irrelevant in the Word context and should be hidden.\nMaybe the `Object` type should be renamed to 'World', but it currently doesn't seem to be able to pass world properties as uniforms.\nThis essentially means that:\n - There are redundant elements in the World shader node editor that currently serve no purpose\n - There is no way to pass custom uniform attributes to World shader nodes, although they should be available (similarly to how it is done for objects)\n\n\n\n- Open attached .blend file\n- Note that the \"test_color\" attribute of the World is not read by the material.\n[AttributeWorldShader.blend](AttributeWorldShader.blend)",
"API returns wrong particle position\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0\n\n\nHello, \n\nMy team and I are working on a game prototype with Godot and Blender. We use Blender as our DCC of course but also as the level editor. I'm responsible of the export tool to Godot. One critical point is the vegetation generation and to do so we use Blender hair particle system to place instances of grass onto the terrain. We use a Black and White map to drive the density of the growing areas. Nothing fancy here, It is just a particle system with a texture plugged to the density channel.\n\nI then have a python script that loops through each particle and export its world position and rotation into a json file. \n\nTo better understand the problem, here what I have in Blender : \n\n\n\nNotice how there are no particle on the mud part of the trail, thanks to the density mask in the particle system settings. \n\nHowever, when I loop trough the particles and export to godot , I have this result in the editor : \n\n\n\nThe terrain is covered in particles ! \n\nAnd if I deactivate the mask in Blender, I get exactly the same as in godot with my importer : \n\n\n\nThis simply means, that when I looped through the evaluated particle system in python, it didn't take into account the given mask\n\nTo access the particle system I have : \n\n\n\n```\n result = []\n objects = get_all_objects_in_collection([], col)\n degp = context.evaluated_depsgraph_get()\n for obj in objects:\n if obj.type != 'MESH':\n continue\n for particle_system in obj.evaluated_get(degp).particle_systems:\n result.append(get_particle_system_info(particle_system))\n```\n\nand :\n\n\n```\ndef get_particle_system_info(particle_system):\n \"\"\"Return a dictionary containing particle system and all\n particles and children particles position and rotation\"\"\"\n system = {}\n system['name'] = particle_system.settings.name\n system['mesh_collection'] = particle_system.settings.instance_collection\n system['scale'] = particle_system.settings.particle_size\n system['scale_random'] = particle_system.settings.size_random\n system['particles'] = []\n\n for part in particle_system.particles:\n pa_dict = {}\n pa_dict['location'] = swizzle_yup_location(part.location)\n pa_dict['rotation'] = swizzle_yup_rotation(part.rotation)\n system['particles'].append(pa_dict)\n return system\n```\n\n\nLoad the attached blend file, and run the script. It contains a simple particle system with an image texture as density map with only the top right corner in white. \nThe script outputs the particle positions and by default we easily see that particle position is correct, with only particles found on the top right corner. \n\nNow, change the particle system drawing from Path to Collection and run the script again. Now the API returns all particles, even the ones we don't want....\nFurthermore the position given by the api is the tip of the particle and not the root, which is not really a bug but not really intuitive value. \n\nThanks a lot,\n\nHenri\n\n[bug particles.blend](bug_particles.blend) \n\n\nFurther findings:\n- each time the Render As type is changed, the evaluated objects particlesystem particle count increases\n\nAs a workaround, iterating depsgraph object instances is a much more reliable way of getting object instances for export (see also bpy.types.Depsgraph.html#dependency-graph-iterate-over-all-object-instances)\n\n\n```\nimport bpy\n\ndegp = bpy.context.evaluated_depsgraph_get()\nobj = bpy.data.objects['Plane']\nobj_evaluated = obj.evaluated_get(degp)\n\ninstance_count = 0\nfor object_instance in degp.object_instances:\n # This is an object which is being instanced.\n obj = object_instance.object\n - `is_instance` denotes whether the object is coming from instances (as an opposite of\n - being an emitting object. )\n if object_instance.is_instance and object_instance.parent == obj_evaluated:\n - Instanced will additionally have fields like uv, random_id and others which are\n - specific for instances. See Python API for DepsgraphObjectInstance for details,\n print(f\"Instance of {obj.name} {object_instance.parent} at {object_instance.matrix_world}\")\n instance_count += 1\n\nprint(instance_count)\n```\n\n",
"Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)",
"Cycles point cloud geometry on non-point-cloud object lacks deformation motion blur\nOperating system: macOS Big Sur 11.2.3\nCPU: 2.3 GHz 8-Core Intel Core i9\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.1 Alpha, 214a56ce8c67, master, 2020-12-17\n\nPoints generated via geometry nodes on an object that is not itself a point cloud (e.g. a mesh or other type) lack deformation motion blur when rendered with Cycles.\n\nConversely, if the object is a point cloud it will successfully render points with deformation motion blur, even if they were generated via geometry nodes.\n\nThe source of the deformation doesn't seem to matter, only whether or not the object is of the point cloud type. I tried deformation from both geometry nodes and a displacement modifier.\n\n\n\nIn the example above, the same geometry nodes modifier is used on both a mesh and a point cloud object. The modifier both generates and rotates the points. As shown, only the point cloud object displays deformation motion blur.\n\nAs an aside: I also noticed that meshes generated with geometry nodes on point cloud objects do not have deformation motion blur.\n\n[Cycles_point_cloud_deformation_motion_blur.blend](Cycles_point_cloud_deformation_motion_blur.blend)\nOpen the attached blend file and hit F12 to render, or:\n1. Open Preferences -> Interface -> Display -> enable Developer Extras\n2. Then under Preferences -> Experimental -> Prototypes -> enable New Point Cloud Type\n3. Create both a mesh object and a point cloud object, then move them apart.\n4. Add the same geometry nodes modifier to both objects\n5. In the geometry nodes modifier add an icosphere node, followed by a mesh to points node\n6. Add a transform node after the mesh to points node\n7. Animate one of the values on the transform node, for example using keyframes or a \"frame\" driver.\n8. Under Render Properties set the render engine to Cycles and enable Motion Blur.\n9. Adjust the camera if needed to see both objects then render the image with F12\n10. The points generated by the mesh object won't show deformation blur while those generated on the point cloud object will.",
"Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\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 minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\n\n",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"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)",
"Graph Editor generator for angles works in Radians while the graph editor displays the result in degrees.\n**System Information:**\nN/A\n\nBroken: Blender 2.80 Beta (18e5540a48b6) and Blender 2.79 (e290a0b0568e)\n\n**Short description of error:**\nIf you use the \"generator\" modifier in the graph editor for an angle, the generator will work in radians while the graph editor will display the output in degrees.\n\n1. Open the startup file.\n2. Select the default cube and key frame one of the rotational axis.\n3. Open a graph editor and give the \"key framed rotation\" an \"generator\" modifier.\n4. When entering values into the modifier such as 0 and 1 so your polynomial is y=x, the result shown on the graph editor is y=57.3x. This is because the values input to the generator is read as radians while the scale in the graph editor is read in degrees.\n\n",
"Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n",
"Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)"
] | [
"Eevee - Generated coordinates don't follow mesh deformation\nI apologize if this is a duplicate or a known issue. I could've sworn I've seen this reported multiple times, and even mentioned by developers somewhere. I wanted to show to someone a report so he knows developers are aware of the issue, but I used the Search function and I couldn't find anything, so I'm reporting it for good measure. I found #52528 but it's from last year\n\nWin 10 64, Nvidia 1060\nworked: On the material viewport of 2.79, and on Cycles\nbroken: blender-2.80.0-git.d415b5c7b85-windows64, on Eevee\nGenerated coordinates don't follow mesh deformation in Eevee, they do in Cycles, and in Material preview in 2.79. Open the file in 2.7 and 2.8\n\n[bug4.blend](bug4.blend)\n\n"
] |
Bones inside one another can't be selected properly while display mode is set to wireframe
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon (TM) R9 390 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000
Broken: version: 2.91.0
Worked: 2.79b
Bones inside one another can't be selected properly despite display mode being set to wireframe. Instead of selecting the bone that is clicked upon it will always select the outer bone and then go into some sort of cycle with no good way to select the inner bone as the active bone without having the outer bone selected as well.
- Select the armature and go into pose mode
- Go into wireframe mode (and turn on see-through just to be sure)
- Select the "bone-constraint-target"
- Shift select the "bone-to-be-constrained" so its added the selection and is the active object
- You will find this is impossible because you can't click directly onto the "bone-to-be-constrained" without "bone-outer" being selected despite being in wireframe mode and clicking on it directly
**Expected behaviour (as it is in 2.79b)**
- Select the armature and go into pose mode
- Go into wireframe mode
- Select "bone-constraint-target"
- Shift select the "bone-to-be-constrained" so its added the selection and is the active object
- It works as expected; wireframe mode should allow you to select objects by clicking on their wireframe
[bone-selection.blend](bone-selection.blend)
[2.79b.mp4](2.79b.mp4)
[2.91.mp4](2.91.mp4)
| [
"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.",
"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",
"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)",
"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\n\nUI mockup for operator \"Select mirror\"\n\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",
"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",
"overlay.show_paint_wire doesn't work in vertex paint modes depending on edit mode selection\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.80?\n\nThis overlay option seems to take into account edit-mode selection\n\n\nHere's what it's supposed to do:\n[viIeK7Tkv0.mp4](viIeK7Tkv0.mp4)\n\nBut on 2.93 and 3.0 it appears to do nothing in Weight/Vertex Paint mode if the geometry is selected in edit mode. This seems like a bug, unless it's some odd design choice?\n\n- Create a cube and select all its verts in edit mode.\n- Enter weight paint mode\n- Toggle the Show Wire setting under Viewport Overlays->Weight Paint (NOT \"Wireframe\" under Viewport Overlays->Geometry)\n- Nothing happens\n- Switch to edit mode\n- Deselect all with Alt+A\n- Go back to weight paint mode\n- Wireframe display now works as expected.\n\n\nNote: This now changed again in 44d2479dc3 (now it does not draw **at all** -- reported separately in #89880 (overlay.show_paint_wire doesn't work anymore))",
"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 ",
"Animation: create a full separate copy of BoneCollections while in armature edit mode\nThis is to avoid touching the main data structures in the Armature datablock while in edit mode, which interacts badly with undo.\n\nRelevant:\n- #111965\n\n",
"Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n",
"\"Whole Character\" keying set not working properly with autokey enabled\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.4\n\nUsing the keying set \"Whole character\" with autokey enabled creates a keyframe only for the selected bone and not for all bones and properties.\n\n- Open attached file or create a new armature with more than one bone, add a few bone properties to each bone.\n- Enable autokey and set \"Whole Character\" as the keying set.\n- Move one bone and you can see that only the transform values are keyed.\n- If you enable \"Only active keying set\" in the autokey options and move the bone, a keyframe for the custom properties of the selected bones, at least, will be created, but other bones and properties will be unaffected.\n[bugreport.blend](bugreport.blend)\n",
"Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n\n\n\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"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",
"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",
"Bone isn't affected by influence keyframe if the action is shared (*).\n(*) The complete tittle would be: \"Bone isn't affected by influence keyframe if the same action is shared with another armature with bones with different names\".\n\n[80-influence-not-respected.blend](80-influence-not-respected.blend)\n\n- Open the file.\n- Move in timeline and see what the bone (armature \"B\") does with its constraint.\n- Select armature \"C\".\n- Move across the timeline in DopeSheet: **bone of armature \"B\" isn't affected by influence keyframe**\n\nThe channel of the armature \"C\" gets red underlined. So, the Action is affected of this \"red-underlineness\"... so, armature \"B\" is affected too.\n\nI know that this is a kinky bug... it is not normal/suggested to use the same action in different armatures with different bones. I discovered this bug by doing that, by mistake.\n\nMaybe it is not usefull to put time on fixing it, because it is not a normal configuration. You guys decide.\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"
] |
Texture Coordinate Bug
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41
Broken: version: 3.0.0 Alpha
Texture Coordinate - Generated give Pink Color in Eevee. Cycles Works Fine.
3D Noise Texture give Pink Color in Eevee. Cycles Works fine.

| [
"Grease Pencil phasing through objects even when 3d location is selected \nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2060 SUPER\n\n3.1.2\n\nGrease Pencil strokes that should be under the floor/behind objects are phasing through with a weird grainy texture. Looks perfectly fine in viewport rendering but when I render an image/animation it looks weird. Not sure what im missing or if its a bug?\n\n**Blender project**\n[clothtest.blend](clothtest.blend)\n\n",
"Switching image color space doesn't work on grayscale images in Cycles\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 3.0 release, 3.1 daily build (e6ca0b33e920)\n\nSwitching image's color space doesn't work on grayscale images in Cycles. Eevee and image editor displays image correctly, RGB images are also displayed correctly.\n(Tested on current 3.0 release build and today's 3.1 daily build, haven't checked older blender versions)\n\n[Test.zip](Test.zip)\n1) Open the attached file, go into rendered view\n2) Compare rendered image to the one opened in the image editor\n3) Switch to Eevee, image now displays as it should\n4a) Interesting thing, if you pack the image into the blend file using External data>Pack resources and switch to solid view and back to rendered, image updates and displays correctly",
"Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\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 minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\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",
"Viewport material is darker than the rendered version\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.82 (sub 3)\nConfirmed in 2.81 release\n\n\nThe material consists \na transparent shade mixed with a translucent shade, mixed with an emission shade with\nfrenel node multiplied with a noise texture as the factor\n\nThe sample sizes are the same\n\nJust render\n\n\n[necro_core_reduced.blend](necro_core_reduced.blend)",
"Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n",
"Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)",
"Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n",
"Cycle Shader Displacement does not distinguish Instances by Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n\n\n[DISPLACEM.blend](DISPLACEM.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.",
"Unnecessary updates on brush texture preview are causing epileptic effect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n",
"Generated texture coordinates incorrect on file load in presence of modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 7)\nAlso broken: 2.83 alpha, hash f6d5a9551380\n\nGenerated texture coordinates are using modified vertex position on file load, apparently until those modifiers are edited, for rendered preview (only). Actual rendering appears to use generated texture coordinates from unmodified vertex position.\n\nHere's a file with a candy stripe material using generated texture coordinates, with a simple deform/twist modifier:\n\n[gentest.blend](gentest.blend)\n\nOpen it up, don't change anything, and switch to a rendered preview:\n\n\n\nRender and compare:\n\n\n\nEditing the twist angle on the modifier updates the generated coords to work appropriately, and can be considered a work-around, but it's painful to do this on every file load, for every deformed object using generated texture coordinates.\n",
"EEVEE: Add support for extracting alpha channels from a color\nI mistakenly filed a bug report --> #72856 EEVEE transparency problem with mtpaint PNG\n\nI didn't fully understand the bug and attached a blender file that didn't show the bug properly.\nPacking the image file with blender command 'Pack' makes the image\nopaque so it is worthless to include a blender document. I will\ninclude a mtpaint PNG image instead and you can load it into\nblender 2.81 yourself and see how it renders in EEVEE versus cycles.\n\nI noticed that your forum converts the image to opaque if I try to attach to this post\nso I'll use a shareable link that preserves the transparency:\n\nopen?id=1TjfSjzabYEmVHXTODPFymGVNwuL02SnJ\n\nHere is how I created the mtpaint image to reproduce the problem...\n\n1) Launch GIMP -->new gimp document -no alpha channel - paint with brush\n2) save as PNG format with no alpha channel\n3) Launch mtpaint ---> open the PNG document\n4) 'Save as' to output the document - one color chosen to be transparent - PNG format\n5) Launch blender 2.81 (linux) - images > Images as planes\n\nEEVEE rendering doesn't respect the transparent region.\nCycles rendering does respect the transparent region.\n\n\nNot a high priorty.",
"Eevee - visual artifacts during irradiance volume baking\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\nBlender 2.80 (sub 51)\n\n[irradiance_volume_bake_artifacts.blend](irradiance_volume_bake_artifacts.blend)\n - Open attached file\n - Switch to rendered mode (Eevee)\n - Press \"Bake Indirect Lighting\"\n\nYou should see squares flickering:\n\nVideo:\n[Desktop 2019.03.27 - 09.18.07.01.avi](Desktop_2019.03.27_-_09.18.07.01.avi)",
"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\n\nAnd this when loaded via OSL OPTIX:\n\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\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n"
] | [
"\"Generated\" Texture Coordinate Option does not work with anything\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nI was working with Blender 3.0, and when I was using the generated texture coordinate it would turn any image to a purple \"missing\" texture. \n\nAdd an image to any type of node, and make sure there is a texture coordinate node plugged into it that is set to \"Generated\".",
"EEVEE regression: Generated texture coordinates completly missing\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 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Alpha\nWorked: version: 3.0.0 Alpha, branch: master, commit date: 2021-09-22\nCaused by 6a88f83d67\n\nThe generated coordinates is completly broken.\n\n\n- Just using the generated coordinates on anything shows the error.\n\n\n\n",
"Generated coordinates are broken in viewport\nOperating system: Windows-10-10.0.19041-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 Alpha\nWorked: 2.93.4\n\nIn Material Preview, viewport shading, Images texture using Generated Texture Coordinate are rendered pink in Material Preview Mode and Render Preview mode. They are also rendered pink in Eevee Render Preview viewport shading (Also HDRI), but not in cycle viewport Render Preview viewport shading. Other Textures coordinates are working\n\nAdd a mesh\nAdd a material to this mesh\nAdd an Image Texture node and and a texture coordinate node.\nAttach the texture coordinate node Generated output to Image texture vector Input\nUse Image texture node with Diffuse or Principled BSDF shader\nIt should appeared pink in Material Preview Mode and Render Preview mode\nOther Texture Coordinate Output (UV, Object, Normal, etc.) are working.\n\nGenerated:\n\nNormal:\n\nUV:\n\nObject:\n\n\nEevee Render Preview:\n\nCycle Render Preview:\n\n\n[BugReport.blend](BugReport.blend)\n\n\n",
"Generated UV texture coordinates produces no texture coordinates in Eevee\nOperating system: Win10\n\n\nBroken: d046a1f2fa46\nWorked: 2.93\n\nIt seems like Eevee is ignoring the \"generated\" texture coordinates. This seems to be working as expectedin 2.93.\n\n\nLoad the .blend file\nRender the scene in Eevee, you will see the pink torus\nChange the render engine to Cycles and render it again. The generated UV coordinates works fine.\nChange back to Eevee\nPlug \"object\" coordinates to the noise node's vector input, render it again. Now it works.\n\n\n[_27092021_1129_54.blend](_27092021_1129_54.blend)\n\n",
"The Eevee renderer is not working and report erron!\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.4.0 - Build 21.20.16.4526\n\nBroken: version: 3.0.0 Alpha\n\nThe Eevee renderer is not working!\n\n[Please describe the exact steps needed to reproduce the issue][bug.blend](bug.blend)\n\n\n\n\n\n"
] |
Light and camera shown weird
Operating system: Archo Linux - Plasma
Graphics card: Nvidia GT 540M
Broken: 3.5.0 - 3.6.0
Worked: 3.3.5
Camera and light shown weird as in image file at v3.5.0 and v3.6.0. 3.3.5 works fine.
I reinstalled complete operating system.
Based on the default startup or an attached .blend file (as simple as possible).
| [
"Camera background image is hidden by GPencil fill with alpha\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\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n",
"Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n",
"Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n",
"Viewport \"Focal Length\" doesn't match Camera's focal length\nI've noticed that camera's focal length and viewport's focal lengths don't match. I agree with the Alessandro Padovani (padone) who created the parent task.\n\nBasically, when you have a scene and want to do a quick test render of what you see in the viewport you need to set the camera's position/rotation to viewport's view. To do that you first view the scene using the viewport then set the camera's position/rotation using Ctrl+Alt+0 (numpad) and hit F12. The problem with this is viewport's focal length and camera's focal length don't match even though they are both set to 50mm. \nWhen you hit Ctrl+Alt+0, camera's position/rotation is set but what camera sees is actually zoomed in which seems like 100mm. So, if you want the camera to see what the viewport sees then you need to change viewport focal length to twice of what camera is.\n\nI don't know what the parent task was closed.\n\nI'm using Blender 2.90 \nBuild date: 2020-06-23\n\n",
"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",
"Camera non uniform scaling with Follow Path\nOperating system: Linux (debian bullseye)\nGraphics card: Nvidia Geforce GTX 1070\n\nBroken: 2.79b up to 2.90 current master\nWorked: never (did not test earlier version than 2.79b)\n\nIf a camera is constraint to a curve that is non uniformly scaled with follow curve enabled, it will also get the non uniform scale, skewing the camera and messing up the view transform (or projection matrix) of the camera.\n\n\n1. Add a curve and constrain the camera\n2. enable follow curve in the follow path constraint\n3. scale the curve heavily along one axis\n4. scroll through frames and observe the weirdness\n\n[camerascalebug.blend](camerascalebug.blend)",
"Can't scale area light in normal direction\nOperating system: Windows-10-10.0.15063-SP0 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\nBroken: version: 2.82 (sub 5)\nWorked: blender-2.82-77c744054062-windows64\n\nDefault area lights need too much space in viewport, so I usually scale them down in normal direction to get smaller object. In this build I can't make it any more. One more thing, that also Spot lights need to much space in normal direction and I can't change it. I remember, that I 2.5 - 2.7x was function named clip start and clip end for this issue.\n\n1. Add area light.\n2. Hit S to scale and type 0,05 in Z direction.\n3. Notice, that doesn't happened.\n\n\n",
"The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)",
"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\n\nThe mask only matches when the camera has `Passepartout` on:\n\n\n\nRelated: #111344\n\n",
"Light clamping from Normal or Bump maps near shadow terminator in Cycles\nOperating system : Windows 11\nCPU : AMD Ryzen 9 3900X\nGraphics card : RTX 3090\nRAM : 32GB\nHas also been tested on a Ryzen 7 Laptop with Ubuntu.\n\nHas been tested on every major release post 2.9, and on 3.6 build d5fc1b9ba4b8, identical behavior on all of them.\nAll provided screenshots of the test file (and the test file itself) were made with 3.5.1 Stable (build e1ccd9d4a1d3)\n\nAll normal information from a Height map passed through a Bump Node or from a Normal Map passed through a Normal Map node introduces some sort of light-clamping around the shadow terminator. The effect starts being visible at an angle of around 66° from the light source.\nThis is especially visible when the target object is Cylindrical and/or Spherical, and lit by a single Light source (Sun Lamp).\nIt looks like this behavior doesn't affect the Displacement node, since using it in Bump Only mode instead of the Bump node gives different results (they should both give identical results, as I understand it).\n\nFrom looking at other renderers (and aesthetically speaking) it looks like the way the Displacement node does it is supposed to be the correct one.\n\nA test Blend file is provided.\n\nSimplest way to reproduce it from scratch is to put a simple repeating height pattern on a smooth cylinder, using a bump node and a simple diffuse node, and lighting that cylinder from the side with a single Sun lamp.\n\nThe behavior of the Displacement node can be tested (and compared with the Bump/Normal) by plugging the same Height pattern into a Displacement node with the Shader Option set to \"Bump Only\", and plugging that displacement node into the Material Output.\n\nI was initially thinking it to be related to (or the same issue as) this one :\n95729\nBut it has apparently been fixed (105776), while the clamping is still clearly visible even in very recent builds.\n\n",
"render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n\nBefore save to PNG / After\n\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender",
"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",
"Camera background movieclips are not visible if \"Viewport Shading\" is set to \"Rendered\" \nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.92.0 Beta\nWorked: 2.90.1\nCaused by 3ffa0452af\n\nWhile static background images of cameras are correctly visualized when \"Viewport Shading\" is set to \"Rendered\", background image sequences defined with the clip editor are only visible when \"Viewport Shading\" is set to \"Material Preview\", \"Solid\" or \"Wireframe\" \n\nIn the following python script adjust the path such that it points to some valid input image.\n\n[background_image_test.py](background_image_test.py)\n\nExcecuting the script creates two cameras. \n\nThe first camera contains a static background image (see the code snippet below)\n```\nstatic_background_image = static_camera_data.background_images.new()\nstatic_background_image.image = bpy.data.images.load(image_fp)\n```\nand is visible for all \"Viewport Shading\" types.\n\n\nThe second camera contains a background image defined by a video clip (see the code snippet below),\n```\ndynamic_background_image = dynamic_camera_data.background_images.new()\ndynamic_background_image.source = \"MOVIE_CLIP\"\ndynamic_background_image.clip = bpy.data.movieclips[first_fn]\n```\nwhich is not visible when \"Viewport Shading\" is set to rendered.",
"Grayscale TGA image renders incorrectly in the linear colorspace\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.4.1, 3.5, and 3.6 hash: 498287bca0e2\nWorked: version: 3.3.5\n\nWhen using a grayscale TarGA (tga) image texture in the linear colorspace, the material is rendered incorrectly in the 3d viewport. I attached two images of how it looks in 3.3.5 and 3.5.0.\n\n\n\n\n\n1. The image must be a grayscale tga file with no alpha channel (I attached one - test.tga),\n2. Create an image texture node, load the image and set \"Color space\" to \"linear\",\n3. Connect the node to the \"Base Color\" input of the Principled BSDF shader node.\n\nReverting changes made in commit 37533cd6cb0fcd6e92906cfcec911330df27f52c fixes the issue.\n\n",
"False color look gives incorrect values\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe False color in Blender is indeed different from the Filmic master on GitHub:\n\n\nThe testing EXR I used (background is 0.18 middle grey):\n\n\n- Load image in Image editor\n- Enable View as Render in side panel\n- Set False Color as View Transform in Color Management settings"
] | [
"Incorrect displaying extra objects (camera, light, etc) in viewport\nOperating system: Linux-6.2.9-1-MANJARO-x86_64-with-glibc2.37 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.1\n\nBroken: 3.5 - 3.6\nWorked: 3.3.5 (official build), 3.6 (non official build)\n\nIncorrect displaying extra objects (camera, light, etc) in viewport. Parallel registered issue to Mesa support 8789\n\n| 3.3.5 (official builds) | 3.5 - 3.6 (official builds)|\n| --- | --- |\n| |  |\n\nNon official builds sometime don't have glitches:\n"
] |
Action actuator stops and locked if two Action started at the same time
**Category**: Animation
%%%The action actuator will be stooped and locked if two Action started on the same layer at the same time.
A demo file can be downloaded from [#34330] Action Actuator "caching" the previous ran actions (cube_with_many_actions2).
Start two actions by pressing e.g. 1 and 2 at the same time. The Action actuator will be locked and no action can be started any more.
This bug seems to be very old. The bug was introduced with the new action actuator (Blender 2.60.0 r41908).
%%% | [
"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)",
"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)",
"Multi mesh edit mode select assert\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 3.6 alpha, main branch as of writing.\nWorked: Not sure, any release build I suppose.\n\nWhen editing multiple meshes while xray is enabled, using pick select can call assert:\n```\nBLI_assert failed: C:\\GitHub\\Blender\\blender\\source\\blender\\blenkernel\\intern\\object.cc:1756, BKE_object_eval_assign_data(), at 'object_eval->runtime.data_eval == nullptr'\n```\n\nMake sure you're using a debug build.\n1. Add one cube, or two if you don't have one yet.\n2. Select both cubes and enter edit mode.\n3. Enable x-ray.\n4. Click on a vertex on one object, then on the background, then on a vertex on the other object, then on the background again.\n5. Repeat this a few times and it should raise an assert.\n",
"Compositor: Continously add/remove for cryptomatte.\nSource: 24223\n\nPROBLEM\n\nSometimes when using Cryptomatte the objects to isolate and divide into various passes can be a lot, and the process becomes tedious because you can only Add or Remove one object per time, then go back to the Cryptomatte node and click the + or - icon again, slowing a lot the process. Instead, it would be way more handy being able to select multiple specific objects.\n\nSOLUTION\n\nHave Add and Remove to work with multiple clicks, and then press Esc to go out of the selection mode when needed.\n\nNOTE: although categorized as good first issue, it might require more changes than expected as UI code is shared with color picker. Of course the color picker workflow should not change.",
"Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"Pie Menus re-call when using operator bound key that is the same as the Pie Menu Call\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.0\n\nName: 3D Viewport Pie Menus (1, 2, 9)\nAuthor: meta-androcto\n\nI have encountered some maybe unexpected behaviors with the Pie Menu system.\n\nSome context, pie menus create automatic key bind's for all operators within the pie (represented by underscores). In some cases the key bind for that operator can be the same as the call bind for the pie menu. While this doesn't present the following issue if you wait ~1-2 seconds after calling the menu, it does re-call the menu if you tap the corresponding key bind twice quickly.\n\nFor my example I used the Blender included '3D Viewport Pie Menus` add-on, but this issue is **not** restricted to add-ons. Realistically I feel it will only happen with add-ons, but it is also possible on built-in pie menus assuming you butcher your keymap's intentionally to break it:\n\n1. Open a new scene\n2. Turn on '3D Viewport Pie Menus` within blenders add-on tab\n3. Press 'A' in the 3d viewport quickly twice, quickly is important. It needs to be around before the Pie animation is finished\n\nWhat happens is the 'Select All Toggle' operator is ran, as it should be, but the pie menu is also called a second time. This can happen with any pie assuming there is a key bind within the pie that is the same as the menus call bind.\n",
"Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)",
"heap-use-after-free when cancelling animation playback from frame change handler\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: Don't know. Only managed to reproduce using ASAN builds, which is time consuming to do for the previous releases\n\n\nExecuting `bpy.ops.screen.animation_cancel()` from a `frame_change_post` would lead to `heap-use-after-free` ASAN error with the following stacktrace: [stacktrace.txt](attachment)\n\nThis is one of the minimalistic ASAN errors which I've found while looking into updates in the #107248 (107248#issuecomment-962171).\n\n\n- Start blender with ASAN (to give it the best possible chance of success)\n- Open attached .blend file\n- Run the script\n- Hit spacebar to start playback\n\n",
"Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.",
"Mixing sequencer and preview regions causes logical problems\nWith the addition of many editing operations to the sequencer preview,\nthere are an increasing number of logical problems with parts of the\nUI that operate on the area, not the region.\nMainly menu items and the tool-system.\n\nNote that this is only a problem with both are enabled at once.\n\nTo pick some examples:\n\n- Delete from a menu (should this delete the selection in the preview or the sequencer?)... same for select-all... and in the future copy/paste.\n- Transform (Move for e.g. is a different operation for the sequencer and preview).\n- Box select from the menu currently can't run in both sequencer and preview regions.\n\nIf the code-base is left in it's current state I'm concerned users will run into glitches/bugs (finding the mixed preview/sequencer to be broken).\nFor the most part these won't be things that can be resolved in isolation, so I think it's worth considering a solution now.\n\n----\n\n**Supporting Mixed Preview/Sequencer**\n\nTechnical solutions for this are possible but impractical in my opinion, for example the operator_context could support multiple items:\n\n```\n layout.operator_context = {'INVOKE_REGION_PREVIEW', 'INVOKE_REGION_WIN`}\n```\n\nFor the sake of argument we could have 2x menu items for Delete, Select-All... etc.\n\nOther options include introducing an \"Active Region\" concept or having a header for each region.\n\nThis amounts supporting functionality in separate regions that areas already handle.\n\n---\n\n**Proposed Solutions**\n\nNote that I don't have a strong opinion on the exact solution,\nonly that it should not over complicate the current code-base\n*(unless we wish to support larger changes to Blender's windowing in general).*\n\nWhen mixing preview/sequencer:\n\n* Remove the preview region interactive behavior.\n\n```\nThis would make it view-only, any interactions, menu items, tools etc\nwould only apply to the sequencer.\n```\n\n* Remove support for mixing preview/sequencer at once.\n\n```\nWe could handle this with versioning (splitting the area).\n```\n\n",
"Impossible to run Modal operator with simultaneously open props dialog (Blender crashes)\nOperating system: Linux-5.15.4-x86_64-AMD_Ryzen_3_PRO_4350G_with_Radeon_Graphics-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.4, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.6\n\nBroken: version: 2.93.0\n2.93.6, 2.93.7, 3.0.0 and 3.1.0 all are broken.\nWorked: (don't know)\n\nBlender crashes while trying to display operator properties dialog (invoke_props_dialog) and add\nthe same operator as the modal handler (modal_handler_add(self))\nI think it's the same problem as in the (closed) task blender/blender-addons#48196\n\nTry to invoke corresponding operator and then to return {'FINISHED'} or {'CANCELLED'} from the modal() handler.\nThen blender crashes after pressing ESC or closing dialog.\n\nSample code:\n\n```\nimport bpy\n\nclass TEST(bpy.types.Operator):\n bl_idname = \"test.modal\"\n bl_label = \"test invoke props + modal\"\n\n test: bpy.props.StringProperty(\n name=\"test\",\n description=\"test\",\n default=''\n )\n \n def draw(self, context):\n col = self.layout.column(align=True)\n col.prop(self, \"test\")\n\n def invoke(self, context, event):\n context.window_manager.invoke_props_dialog(self)\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n def execute(self, context):\n return {'FINISHED'}\n\n def modal(self, context, event):\n if event.type in {'ESC'}:\n return {'CANCELLED'}\n return {'PASS_THROUGH'}\n\ndef register():\n bpy.utils.register_class(TEST)\n\n\ndef unregister():\n bpy.utils.unregister_class(TEST)\n\nif __name__ == \"__main__\":\n register()\n```\n\nI think that impossibility of creating modal operators which can simultaneously have open properties\ndialog for on-the-fly corrections lead to endless tries to create custom bgl-rendered UIs which is just\nan unneeded overhead.\n\nPlease, review the mentioned bug, AFAIK it was already fixed but somehow reappeared upstream...\n",
"Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n"
] | [
"Simultaneous Animations play incorrect\n**Category**: Animation\n\n\n%%%OS: Vista\nGPU: ATI\nBGE: 2.61\n\nSituation A (one action layer):\n- an ActionActuator is playing an action (flipper mode)\n- a second ActionActuator gets activated while the first one is still playing\n# the object shows the first pose of the second action = ok\n# no action is played after this = incorrect\n\nsee MultiAnimation_SituationA.blend\n\n\nSituation B (different action layers):\n- an ActionActuator is playing an action (flipper mode)\n- a second ActionActuator gets activated while the first one is still playing\n# the object plays the second action = correct\n- all ActionActuators get deactivated\n- the first ActionActuator gets activated \n# the action of the second Action actuator is played = incorrect\n\nsee MultiAnimation_SituationB.blend\n%%%"
] |
iMac Pro GPU redering
iMac Pro Mac OS Radeon Pro Vega 56
2.79
GPU rendering is so slow in iMac Pro
Just render with the same scene with both CPU and GPU on iMac Pro then compare the render time. | [
"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",
"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",
"Subdivision Surface modifier performance issues\nOperating system: Xubuntu 18.04\nGraphics card: Nvidia Titan X (Pascal)\n\nBroken: 2.80 26d5a3625ed\nWorked: Before the new \"Quality\" setting was introduced in the Subdivision Surface modifier\n\nThe Subdivision surface modifier has slowed down significantly, especially noticable with multiple Subdivision Surface modifiers on the same object.\nCreating the same setup in the builds before the new setting is as fast as 2.79.\n\n- Create Monkey object\n- Add Subdivision Surface modifier\n- Add Wireframe Modifier\n- Add second Subdivision Surface modifer\n[slow-subsurf.blend](slow-subsurf.blend)",
"Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n",
"Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.",
"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\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",
"Video recorded on Apple devices displays upside down\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.54\n\nBroken: version: 3.3.0 Alpha\n\niPad Pro Generation 3 video record of camera.\n\niMac MacOS: \niPad Pro: \n\nFile Video .mov You have to use Mac only. Don't use Windows sorry.: [IMG_1356.MOV](IMG_1356.MOV)\n\nSee youtube: BRFxWsopyGE\n\nI do use iPad Pro record video of camera.app then send to iMac then open Blender 3.3.0 Alpha and put cause upside down video.\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",
"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",
"View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n",
"Viewport animation renders take progressively longer if there is a split in the scene!\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Ultra 1.2\n\nBroken: version: 3.6.2\nWorked: Never\n\nWhen animating a render from the viewport, if a spline is present in the scene each frame takes progressively longer and longer to render until it takes a painfully long time per frame. Once the spline is deleted from the scene, each frame takes the same amount of time to render!\n\nMake an animation of approx 1000 frames\nInclude a spline in the scene - you don't have to render it, it just needs to be in the scene!\nViewport Render Animation\nYou should quickly notice that each frame is taking longer and longer to render\nBy the time you get to frame 800 (if you care to wait that long) you will be pulling your hair out!\n...now delete the spline\nViewport Render Animation\nEach Frame now takes the same time to render and you can smile once more.\n\n....I'm already guessing that whoever is gracious enough to try this will magically not have the problem - if so, please reply and I will supply files... I just would rather not at this time as I am interested to see if it is indeed reproducible? I can confidently say that I have experienced this issue for at least 5 years, but it's only now that it has come to bite me again and I have finally proven (to myself, at least) that the issue is spline related - my scene had one single 'Annotation' spline that I wasn't even aware of hanging around in it and deleting it sped up render times by an order of magnitude!\n\nThanks\nWayne\n\n",
"AMD GPU Denoising via \"Radeon Image Filters\" library.\n**Overview**\nThis task is to enable GPU denoising on AMD GPUs. We have a denoising library (RadeonImageFilter) publically available which operates similarly to OIDN, Optix, etc. We would like to use this to enable faster GPU denoising for users on AMD hardware. It should be noted, this library actually works on other GPUs and CPU (the latter via OIDN) but on Nvidia GPUs, the Optix denoiser will most likely be more optimal.\n\n**GPL compliance**\nWe offer the library free under a permissive Apache2 license at the link above. However, it is not open source. A shortly upcoming version of the AMD driver on windows will include this RIF library. Thus we propose to use it similarly as Optix, as a closed source \"system device\" library exception to the GPL.\n\n**Code design** \nWe added a new denoiser type, AMD Radeon Image Filter, with similar options to Optix Denoising to enable usage.\n\nPatch coming soon.",
"Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n\n\n\n\n\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\n```\n\n",
"Baking diffuse color takes a lot of time in version 3.0\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.0, 3.0.1, 3.1\nWorked: 2.93.8\n\nIt takes longer time to complete bake diffuse color in version 3.0 compared to 2.93\n\n\n\n[Bake 2.93.blend](Bake_2.93.blend)\n\n[Slow_Bake 3.0.blend](Slow_Bake_3.0.blend)\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 \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?"
] | [
"Very slow eGPU support\nOperating system and graphics card\nMacOS 10.13.4 (17E202)\nRadeon RX 570 (encapsulated in an external Sonnet eGFX Breakaway Puck: egfx-breakaway-puck.html)\nMacBook Pro (13 Zoll, 2016, Four Thunderbolt 3 slots) / 3,3 GHz Intel Core i7 / 16 GB 2133 MHz LPDDR3 / Intel Iris Graphics 550 1536 MB\n\nBroken:\n- Latest Stable build (2.79.4, 2018-02-21, 8928d99)\n- Current daily build (2018-05-14, 43ee4d5d7c6)\n- 2.8 nightly build (2018-05-14, 04fa65e356d)\n\nFor a few months now macOS officially supports eGPUs which are a great solution to turn one's MacBook into a viable system for 3D applications. I recently got one of the supported configurations (Apple's page on the topic: HT208544).\nBlender recognized the card and lets one select it in the \"System\"-tab as an OpenCL device. However Cycles renders substantially *slower* with it than it does with the MacBook's CPU. Among other files I tested the setup with the old Mike Pan BMW scene (with a reduced sample count as I didn't care about relative performance compared to other systems for the moment). It took 1:27 minutes on the cpu and 4:57 minutes on the eGPU.\nTo ensure that this wasn't the eGPU's fault I checked out Radeon ProRender in Blender. It renders the same scene about 16x faster on the eGPU than it does on the CPU (00:37 vs 10:08).\nLet me know if I can assist you in any way in resolving this. I fear that this might be hard to fix if you don't have such a system at your disposal to test things.\n\n-",
"Poor performance with AMD GPUs on macOS\nHi,\nI'm using a external GPU\n- sonnet box\n- ati vega 64\n\non Mac OS x\n\nBlender read the card but don't work \n\n\nOperating system and graphics card\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps"
] |
wacom pan/zoom viewport bug
Operating system:
Graphics card:
Broken: 3.0
Worked: whatever came before 3.0
wacom tablet pen - click and hold to pan/zoom was fluid and worked fine before 3.0. Now is choppy and seems liek the viewport doesnt update until you let go of the pen button. I can get it to work fine by changing the setting in wacom's properties but only works fine until you switch apps once, then back to choppy viewport updates.
| [
"Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.",
"Intermittent: Control + MMB to zoom non responsive or sluggish vs mouse speed\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nZoom via Control + MMB becomes very sluggish to the point where excessive movement of the mouse is required. Does not match the mouse pointer speed for the rest of the application. \n\nAny model in perspective mode. Attempt to zoom view to the object.\n\n",
"Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n",
"\"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)",
"Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n",
"Vertex slide (GG) acts weird with zoom (steppy, jumping, not slowing down with shift)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\n\n\n[2020-02-22_06-30-18.mp4](2020-02-22_06-30-18.mp4)\n\n[gg.blend](gg.blend)\n\n",
"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\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)",
"Walk navigation using tablet - repositioning the stylus rotates the view\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nThis is a follow-up to #83718. Specifically addressing this comment - #83718#1075294 by @PMA33.\n\nThe problem is when using a tablet in a walk navigation, lifting and repositioning the stylus is handled as if the stylus has been moved to the new position in range. This makes the view rotate a lot, making the walk navigation only usable when the stylus doesn't leave the range height.\n\n1. In 3D Viewport execute the walk operator ({nav View > Navigation > Walk Navigation}).\n2. Use tablet to rotate view.\n3. Lift the stylus out of range.\n4. Reposition it to considerable distance and get it in range.\n\nResult: The view rotates a lot, as if the stylus has been moved to the new location.\n\nExpected: View doesn't move, new stylus location is assumed a new reference point.\n\n**Possible Fix**\n\nFirst of all, we need to reset `walk->is_cursor_absolute` when going from absolute to relative. Because currently, as long as a tablet has been used once, during the walk modal running, `walk->is_cursor_absolute` will stay absolute (even if a relative pointing device is used afterwards).\n```\ndiff --git a/source/blender/editors/space_view3d/view3d_walk.c b/source/blender/editors/space_view3d/view3d_walk.c\nindex 665d704e6b2..79f66cb9e48 100644\n--- a/source/blender/editors/space_view3d/view3d_walk.c\n+++ b/source/blender/editors/space_view3d/view3d_walk.c\n@@ -705,12 +705,12 @@ static void walkEvent(bContext *C, WalkInfo *walk, const wmEvent *event)\n }\n\n if ((walk->is_cursor_absolute == false) && event->tablet.is_motion_absolute) {\n- walk->is_cursor_absolute = true;\n copy_v2_v2_int(walk->prev_mval, event->mval);\n copy_v2_v2_int(walk->center_mval, event->mval);\n /* without this we can't turn 180d */\n CLAMP_MIN(walk->mouse_speed, 4.0f);\n }\n+ walk->is_cursor_absolute = event->tablet.is_motion_absolute;\n #endif /* USE_TABLET_SUPPORT */\n\n walk->moffset[0] += event->mval[0] - walk->prev_mval[0];\n\n```\n\nSecond we'll need a (reliable) relative position event when a tablet goes out of range so the absolute coordinates get re-centered each time the tablet goes in range. For that we can send a dummy mouse move event on WT_PROXIMITY, when not `inRange`.\n```\ndiff --git a/intern/ghost/intern/GHOST_SystemWin32.cpp b/intern/ghost/intern/GHOST_SystemWin32.cpp\nindex 7e800619dda..e375b99cb41 100644\n--- a/intern/ghost/intern/GHOST_SystemWin32.cpp\n+++ b/intern/ghost/intern/GHOST_SystemWin32.cpp\n@@ -1614,6 +1614,10 @@ LRESULT WINAPI GHOST_SystemWin32::s_wndProc(HWND hwnd, UINT msg, WPARAM wParam,\n case WT_PROXIMITY: {\n bool inRange = LOWORD(lParam);\n window->processWintabProximityEvent(inRange);\n+ if (!inRange) {\n+ /* Send a dummy mouse event to be able to detect that the tablet went out of range. */\n+ event = processCursorEvent(window);\n+ }\n break;\n }\n case WT_PACKET:\n\n```\n\nNot sure if this (second part) is an acceptable solution, maybe there's a more elegant one. Maybe @PrototypeNM1 can take a look. Also, I have no idea how this behaves on the other platforms. I tested this with WinTab only. Triaging help on other platforms is appreciated.\n\nNote that the proposed fix doesn't work well if the stylus went in range not over the Blender window. Those events may also be handled if this is a way to go.",
"GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n",
"Improve support for Rotate and Pinch trackpad gestures\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nAt the moment, zooming with the Pinch gesture is too slow, requiring several full gestures to zoom in on details. When using the Rotate gesture, the rotation angle does not match the rotation of the fingers. Both gestures do not allow tiny changes with slow finger movements, due to rounding/conversions of values in the code.\n\nThe current code converts 'magnification' and 'rotation' values (float) to delta values (int). It would be more correct to use 'magnification' and 'rotation' values directly, without rounding when converting to delta.\n\nThere's an old macOS patch to start with: D8521",
"Zoom to mousepos makes 2D Views pan after zoom limits are reached\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\n\nOnce the zoom limit is reached, the view starts to pan rather than stop.\n\nIt was reported #43554 and fixed for `zoomstep` in 6b107daf23c5 earlier, but not for `zoomdrag`.\nThe same fix can be applied to `zoomdrag` as well.\n\n- Enable \"Zoom to Mouse Position\" preference\n- In Node Editor, zoom with Ctrl + MMB-drag, or Ctrl + trackpad-pan\n- When the zoom limit is reached, the view will start panning\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 \n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n",
"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",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394"
] | [
"The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)",
"Pen tablet and mouse glitch.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.1\n\nWhen working in a blend file and switching from using a Wacom Pen (which works fine) to a mouse the mouse movement becomes very choppy and unresponsive. To get around the issue you can minimize then maximize the blender app window then the mouse works fine. The issue happens again only to the mouse if you try it again, not 100% of the time, it seems there needs to be a bit of time pass with using the pen.\n\nOpen Blender default and start making stuff in the 3D viewport with a Wacom Pen tablet. Then switch to using a mouse in the same 3D viewport. Click out of the blender app window and back in to fix the mouse glitch.\nThank you.\n\n"
] |
Crash when creating rig with Rigify addon
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: AMD Radeon(TM) RX Vega 11 Graphics ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15031.5004
Broken: version: 2.80 (sub 60)
Worked: unknown
Blender hangs up for 5 to 10 second and then crashes when creating a rig using the Rigify addon with its template armature.
1. Create an empty scene with a Rigify armature or download this blend file: [rig.blend](rig.blend)
2. Make sure the Rigify addon is activated.
3. Click on the armature (its the one that is being delivered with Rigify)
4. At the armature tab under "Rigify Button" click on "Generate Rig"
5. Blender will hang up for a few seconds and then immediately crash.
| [
"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 playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.",
"Crash when 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",
"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)",
"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",
"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.",
"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",
"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",
"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",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\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 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BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash"
] | [
"Overlay display crash when Rigify rig is visible\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 60)\n\nThe generated rig of the rigify addon cause crash when turn on overlay.\n\nCreate a single bone, go to pose mode and set the rig type as \"basic.super_copy\"\nTurn off overlay\nGenerate the rig\nTurn overlay back on, Blender will crash\n\nOr you can just leave the overlay on and generate the rig, Blender will crash when the rig is generated\n\n"
] |
Cloth Simulation Cache Problems
Operating system and graphics card
Windows Vista 32-bit, Nvidia
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)
2.72 (that's all I see on the splash screen)
Based on a (as simple as possible) attached .blend file with minimum amount of steps
1. Set up cloth simulation by adding a plane, modifying as needed, subdivide a
sufficient number of times (does not seem to impact the problem), Create vertex groups at one end (continuous or staggered, does not matter) for pinning.
2. Attach a cloth simulation, set collision and self-collision, set pin group.
3. Add a wind force of sufficient strength blowing toward the "flag".
4. Save file and then bake the simulation.
5. In a seemingly random fashion, the cloth does not move at all when running the simulation. Free cache, check parameters, tweak something, try again. May or may not work. Repeat until something happens. I can usually get it to work eventually but I do not know what it is I'm doing to "fix" the problem. This appears to be a cache problem -- this was not the behavior of the cloth sim in 2.71 and prior. I've tried this a number of times -- the difference in behavior is striking.
(Tried using disk cache and this only made the problem worse)
Arnold Townsend
| [
"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\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"Make force fields support solid objects\nCurrently, if a force field is created with a *Surface* shape, particles (and hair and cloth) will be attracted or repelled along the normals of the mesh. With a positive force, particles are always repelled away from the nearest face. This works well for surface meshes, i.e. where the faces are two-sided. However, it is not useful for simulating solid meshes.\n\nFor a solid mesh, the faces should be considered to be single-sided: the direction of the force should not change when the particle crosses the face, as shown in B in the following diagram.\n\n\n\n - A: Current behaviour: force direction always reverses at face boundary and at midpoint between faces. Particles can get trapped inside solid objects.\n - B: Proposed behaviour: force direction is consistent across face boundary, but still reverses at midpoint. Allows particles to be repelled from surface and pushed out from inside.\n\nThis `.blend` file demonstrates the problem: if the particles or cloth end up inside the cube, they never escape. Under this proposal they should be repelled, because the force field strength is positive.\n\n[cloth_cube_repel.blend](cloth_cube_repel.blend)\n\nIf this is option is implemented, it could be exposed as a new option, or the *Both Z* / *+Z* / *-Z* options could be reused for it.",
"Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n",
"rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation",
"One of four edited hair systems won't simulate unless edit is deleted\nOperating system: Win10\nGraphics card: GTC 1060\n\nBroken: **2.92.0 master 2021-02-24 16:25 02948a2cab44** and **2.93.0, master 2021-06-02 11:21 84da05a8b806**\nWorked: Didn't find a working version\n\n4 particle systems, one (\"Back\") won't sim unless the edit is deleted. It stays in place and stretches towards the animated head cap.\n\n**Attempted things to fix it:**\nDelete all bakes and resim - failed\nChecked the weight painting - doesn't seem to be the source of the issue\nAppend into new files and resim - failed\nDisabled dynamics - now everything moves with the haircap, but obviously no sim\nRemoved hair edit - now it works but I loose the edit\n\nOpen the file and press space to run the sim and animation. I would not know how to make a sim from scratch which won't work though so I'm sending the file.[hair_bug.blend](hair_bug.blend)",
"Cloth+RigidBody limitation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nHi,\nI wonder that to make interactive a rigid body and a cloth (so that cloth can be deformed by the rigid body after collision), I had to create a phantom-collider parented with the rigid body to whom I applied a Collision. This is the only method to have interactivity between the 2 object.\nI noticed that making the same execise in Blender 2.79, the rigid body naturally defermed the cloth, without the phantom-collider parented.\nWhy?\n\n[#82817.blend](T82817.blend)\n\n- Open file\n- Play animation\nCloth should collide with Sphere, but it doesn't",
"Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n",
"Regression: mantaflow Domain \"Guides\" (velocity source) not working \nOperating system: Windows 11 Pro\nProcessor 12th Gen Intel(R) Core(TM) i9-12900K \nGraphics card: asus dual geforce rtx 3060 12gb gddr6\nRAM:32.0 GB \n\nnot worked: (3.1.2)\nWorked: (2.82.7)\n\nTo simulate the spraying of water fluid, I use the Guide Domain tool so that the water particles react with the smoke coming out of the flow and the spraying mode was simulated, but this simulation does not work in version 3.1.2, but in version 2. 82.7 works properly\nIs this a bug?\nPlease watch the videos\n[3.1.2 not work.mp4](3.1.2_not_work.mp4)\n[2.82 work.mp4](2.82_work.mp4)\n\nfile:[3.1.blend](3.1.blend)",
"No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with",
"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",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"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 \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!",
"different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n",
"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)",
"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 ?"
] | [
"Cloth simulation caching and collision broken\nOfficial cloth test file: clothtest.blend\n\nSomewhere between 2.59 and 2.65 the cloth simulation seems to have been broken. Looks like it simulates for a random number of frames (often just one or two), then resets. Collision also seems to be broken, sometimes adding an entirely new collision object helps."
] |
Removing "Frame selected" default shortcut crashes Blender.
Operating system: Windows 10 x64
Graphics card: GTX 1050ti
Broken:
Blender 2.80, beta, 12-13-2018, 7d4d9e9dbd3
[CrashExample.blend](CrashExample.blend)
Blender crashes when i try to delete default shortcut to "Frame selected"
Launch Blender. Go to View- Frame selected-(right click) change shotcut does not work- then Remove shortcut (Blender crashes).
Based on the default startup or an attached .blend file (as simple as possible). | [
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"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",
"Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```",
"Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n",
"Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) \n- Or it spawns a blank popup \nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.",
"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\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.",
"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",
"Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)",
"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. ",
"Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n",
"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",
"Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n",
"Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)"
] | [
"crash when clicking \"change shortcut\" on the contextual menu\nOperating system: macOS 10.13.5\nGraphics card: Intel Iris Pro Graphics 6200\n\n**Blender Version** \nBroken: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-12 23:51, hash: 81ea815dcb6\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\nBlender crashes when selecting \"change shortcut\" on any menu contextual menu.\n\n \nStart Blender, open any menu with options which can be assigned to a shortcut, right click on select shortcut and blender crashes.\n\nHope the info to be useful to you."
] |
Render region in the image editor renders whole image transparent
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09
Broken: version: 3.0.0 Alpha
Worked: 2.93.3 LTS
When you render an image with Cycles, use a render region at the rendered result, and render again then the whole image is set to transparent.
- Open Blender
- Switch to Cycles
- Render scene
- In Image Editor define a render border
- Render scene again

[2021-08-31 13-04-25.mp4](2021-08-31_13-04-25.mp4)
| [
"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\n\nThe mask only matches when the camera has `Passepartout` on:\n\n\n\nRelated: #111344\n\n",
"No anti-aliasing if the object is in front of an image\nOperating system: Linux-5.14.14-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Radeon RX 570 Series (POLARIS10, DRM 3.42.0, 5.14.14-arch1-1, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.4\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Beta\n\nNo anti-aliasing if the object is in front of an image (Empty).\n\n\nOpen Blender -> Add a Empty Image -> See.\n\nMy example Scene:\n[Anti-aliasing.blend](Anti-aliasing.blend)\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 ",
"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\n\nUsing these settings in the preferences:\n\n\n\n\n",
"Bump map texture painting in 3d viewport applies gamma correction to 32-bit float noncolor image data. \nOperating system: **NA** (Windows-10-10.0.18362-SP0 64 Bits, Darwin)\nGraphics card: **NA** (GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35, AMD Radeon HD 6970M 4.1 ATI-1.68.25)\n\nBroken: version: 2.90.1, 2.92.0 Alpha\n\nWhen texture painting a float non color image, the `3D viewport` uses a different `mix` algorithm than the one used on byte images in the 3D viewport, and floats and bytes in the `Image Editor`.\n\n\n\n| **Mix additive ?** | Byte | Float |\n| -- | -- | -- |\n| Image Editor | Yes | Yes |\n| 3d Viewport | Yes | No |\n\n\n\n\n\n\n\nProblem with texture painting bump maps. The image above shows two drawn curves. The left curve was drawn in the image editor, the right curve was drawn in the 3D viewport. Brush color is set to (r,g,b)=(0.6,0.6,0.6). The image texture used for the bump map was generated by the brush tool which creates a noncolor image set to 0.5. The problem occurs when specifying a 32-bit float for that image. \n\nYou can open the 2 following .blend files, and try painting a stroke in both the 3D viewport and the Image editor.\n\n\n\n[T82818_texturepaint_mix_byte.blend](T82818_texturepaint_mix_byte.blend)\n\n\n\n\n\n[T82818_texturepaint_mix_float.blend](T82818_texturepaint_mix_float.blend)\n\n---\n[system-info.txt](system-info.txt)",
"Inconsistent use of terms \"Border\" and \"Region\"\nBlender Version: 3.1.2\n\nTo my knowledge, the term Render Border is (or will be) deprecated. It used to be what is now called Render Region and had the same meaning. Some operators still use that term though.\n\n- in Preferences > Interface, enable \"Developer Extras\"\n- in 3DView, hit F3 and type \"border\". There are 5 results:\n - \"Zoom to Border\": This one is unrelated, as it doesn't refer to Render Regions. Could still use the term Region anyway, though border is fine to me here.\n - \"Reset Render Border\": should definitely use the term Region\n - \"Clipping Region\": unrelated to Render Region, but python operator label uses \"border\" while the UI name uses \"Region\" (API backwards compatibility reasons?)\n - \"Set Render Region\": same here, python label uses \"border\", UI name uses \"Region\".\n\nKeeping the legacy term in the API label makes sense (prevents add-ons from breaking), though eventually it should be consistent with the UI. At the very least the UI names should be consistent.\n\nNote: Changing to \"Region\" was a great decision imo, as its meaning is much more explicit than Border.",
"Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\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\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n",
"Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n\n\n",
"Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.",
"Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor, UV Editor...]\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\ncompositor's image node doesn't output render result.\n\nopen attached file, go to compositor, hit render, click on split viewer, nothing appears in compositor backdrop.\n\n[comp image node bug.blend](comp_image_node_bug.blend)\n\nPS, shouldnt this node have the ability to select which render result slot and layers to ouptut? Not sure how to comp two render results together that are in different slots otherwise (without saving each slot out as multilayer exr)\n\n****\n\nAlso using an Viewer image type in a shader nodetree is known not to work for the same reasons (using data that is not available yet or running into recursion), see #76352\n\nSo proposed solution would be to exclude the Render Result and Viewer image types in the dropdown in certain contexts [Shader Editor, Compositor...]\n",
"Mist pass saves as black using full OpenEXR\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: 3.6.0\n\nEven though the Render Results clearly show a greyscale image in the Mist pass, when you attempt to save it to an OpenEXR format (full float) the result is all black.\n\n1. Open the attached file\n2. Render image\n3. Switch to the Rendering workspace (already showing mist)\n4. Save As from the Image menu and choose OpenEXR full float\n\nResult:\n\nFile is all black\n\nExpected:\n\nThe greyscale Render Result should be saved as a 32-bit image\n\n",
"Asset Browser doesn't show assets when drop-down set to \"All\"\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 516.94\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.5 stable version!\nWorked: This feature is new as of 3.5 and I'm seeing the behavior in both. \n\nAssets from other files are not visible when asset browser preference is set to \"All\" (when assets are part of catalogs)\n\n- Extract uploaded file\n - Open general blend file\n- Set it as asset library path\n- Open asset browser and set preference to \"All' [notice every asset is visible (i.e. engine parts and sculpted sphere)\n- Now open `open-file.blend`\n- In asset browser, set preference to \"All\" (notice engine assets are missing)\nIf switched to \"user library\" then engine assets are visible\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\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n\n\nWhen you turn transparency off, those artefacts disappear:\n\n\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n\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)",
"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"
] | [
"Bordered Rendering not working properly\nOperating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: 3.0.0 Alpha\nCaused by 038f9b7f4a\n\nWhen rendering a bordered region (both Eevee and Cycles), after successfully rendering the image it simply disappears.\n(There are also tiny render tile borders hanging out after the rendering process as visible in the video. Unsure if that is related...)\n[render_border_broken.mp4](render_border_broken.mp4)\n\nNote: this does not happen when `Crop to Render Region` is enabled, nor when the selected region is the full camera frame\n\nFrom standard startup:\n- Start from camera view\n- Press {key ctrl b} and select a render region that is not the whole camera frame\n- {key F12}\n"
] |
Bordered Rendering not working properly
Operating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits
Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01
Broken: version: 3.0.0 Alpha
Worked: 3.0.0 Alpha
Caused by 038f9b7f4a
When rendering a bordered region (both Eevee and Cycles), after successfully rendering the image it simply disappears.
(There are also tiny render tile borders hanging out after the rendering process as visible in the video. Unsure if that is related...)
[render_border_broken.mp4](render_border_broken.mp4)
Note: this does not happen when `Crop to Render Region` is enabled, nor when the selected region is the full camera frame
From standard startup:
- Start from camera view
- Press {key ctrl b} and select a render region that is not the whole camera frame
- {key F12}
| [
"2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBisect points to 190fd795a9\nBroken: version: 2.83.0\nWorked: 2.82a\n\n`Viewport Render Image` ignores color management. The image produced is clamped to 1.0 according to the color sampler. It appears to be hard coded to sRGB.\n\nCreate a Scene that has scene linear color values above 1.0. Render with Filmic. Then do `viewport render image` and see how it produces an image with blown out highlights.\n\n2.82a:\n\n\n2.83:\n\n\n\n[test.blend](test.blend)\n\n",
"VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box.",
"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)",
"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\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",
"Texture painting: Brush and fill miss some pixels.\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: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n\n\nTest File:\n[#95663.blend](T95663.blend)",
"Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n\nDelete all objects\nThe render region widgets are visible and accessible.\n\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\n\n\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\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"Cycles: Motion blur artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.88\n\nBroken: version: 3.2.2\n\n\n**description of error**\nWhen rendering an animated rigged model on cycle **with motion blur** ; if the model has **auto smooth enable AND a subdivision modifier**, then it is possible that strange artefact will appear during the render. (doesn't happen in the viewport) \n- This bug do not happen if auto smooth is disable or doesn't have a subdivision modifier. \n- The bug also only appear during some specfic poses. So this is mainly noticiable when rendering an animation.\n- Those artefact often appear near sharp edge.\n- Only happen on Cycle, Eevee render seem fine.\n- [Edit] changing the shutter values of the blur will sometime remove the bug on some frames OR make the bug appear on frame that was fine before.\n\nHere 2 Render exemple with and without autosmooth , both has motion blur enabled :\n \nAnd here an animation where you can notice the bug.\n[Animated0035-0318.mp4](Animated0035-0318.mp4)\n\n\n[MotionBlurCycleArtefact.blend](MotionBlurCycleArtefact.blend)\nIn this blender file, rendering the frame 302 will make the bug happen. \n- If you disable auto smooth on the model (the main body and not the cloth) then the render will be fine.\n- If you disable the subdivision modifier on the model then the render will be fine.\n- If you disable the subdivision modifier AND the auto smooth on the model then the render will be fine.\n\nThank\n",
"The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\n\n",
"Node frame grid alignment issue\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nNode frames shift contents out of grid alignment when transformed.\nMy understanding is that the frame borders are not multiples of the grid spacing, so whenever the frame is transformed and snapped to the grid, its contents are yanked out of alignment with the grid. Moving the contents back into alignment on their own works, but any further transforming the encompassing frame will yank them out again. Perhaps making the frame border an exact multiple of a grid unit could fix this.\n\n1. Try moving the convex hull node. Observe that it stays aligned with the grid\n2. Try moving the frame around it. Observe that it snaps to the grid, and the convex hull node is now unaligned with the grid\n\n",
"EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\n\n",
"3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect.",
"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 \n\nerror frame \n\nvideo with error frames [0001-0300.mp4](0001-0300.mp4)\n\n"
] | [
"Render region in the image editor renders whole image transparent\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: 2.93.3 LTS\n\nWhen you render an image with Cycles, use a render region at the rendered result, and render again then the whole image is set to transparent.\n\n\n- Open Blender\n- Switch to Cycles\n- Render scene\n- In Image Editor define a render border\n- Render scene again\n\n\n\n\n[2021-08-31 13-04-25.mp4](2021-08-31_13-04-25.mp4)\n"
] |
Suzanna primitive have assymetrical UV with symmetrical topology
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95
Broken: version: 3.5.0 Alpha
On the top of right ear. May be at other places…

[2022-11-15_19-41-39.mp4](2022-11-15_19-41-39.mp4) | [
"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)",
"Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.",
"Grid unwrap uv\nMake rectangular uv layout of selected uv’s. If non rectangular/quad topology is selected, it is adjusted to the rectangular/quad topology. \n\n- Filter out continuous areas with gridlike topology\n- Filter out the grid area with the largest area\n- Align the grid area with largest area to a grid like uv layout\n- store current pinning\n- pin grid area with largest area and unselected vertices\n- unwrap the rest of the selected vertices\n- restore pinning\n\n**Starting point**\n\nSelected UV island shoud be automatically aligned to a to U and V as much as possible for the topology which is built in a grid like fashion\n\n\n\n\n**Desired result**\n\nThe topology that is built in a grid like fashion (selected/orange) is aligned to the U and V axis.\n\nThe topology that is not built in a grid like fashion (selected/green), or is not part of the contineous grid like topology with largest area, will be adjusted to fit nicely to the rectified UV’s.\n\nThe dominant grid is the continuous grid with the largest area. Supporting multiple grid areas are not important at the first implementation of the operator\n\n\n\n",
"Cycles cryptomatte is noisy around materials with fully transparent shader\nOperating system: Windows 11, x64\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 3.5.0 Alpha\n\nWorked: None\n\nTwo problems can be observed in the compositor (cf. attached .blend file):\n1) the matte from the cryptomatte node (monkey + glasses) is slightly inferior to 1 around the lenses of the glasses (transparent material) even where the monkey is behind the lenses. This matte should be the same as the alpha channel from the \"foreground\" view layer.\n2) when setting the collection with all the objects (monkey + glasses) to holdout in the \"background\" view layer, the lenses (not the whole glasses) still appear on the matte from the cryptomatte node and connected to the same \"background\" view layer whereas it shouldn't (as the collection is holdout from the \"background\" view layer).\n\n- Open attached .blend file [SEGM_MASK_Blender_bug_v2.blend](SEGM_MASK_Blender_bug_v2.blend)\n- Open the compositing workspace\n\n\n- F12 to render (using Cycles)\n- See the differences between the alpha channel coming from the \"foreground\" view layer and the matte from the cryptomatte node and connected to the same \"foreground\" view layer.\n\n- See that (only) the lenses of the glasses still appear on the matte from the cryptomatte node and connected to the \"background\" view layer whereas it shouldn't as the whole collection of objects is holdout from the same \"background\" layer.\n",
"Regression: Multi sockets on muted nodes display wrong internal noodle\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n|  |  |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\n\n",
"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 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\n\n",
"Dimensions reported by Add Primitive Tools do not match actual dimensions.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.16\n\nBroken: version: 3.0.0 Alpha\nWorked: Never Known to Work\n\nNo matter what physical size the primitive is when created, the redo panel reports that it is 1m or 2m for any dimension. In the example attached  the radius and depth are reported as 39.4\" (1m) and 61.7\" (2m) respectively. While the actual dimensions reported in the N-Panel are 0.221\" x 0.255\" x 0.127\".\n\nCuboids (Cube) are especially erroneous because they can have a different actual value for width, length, and height, but the single dimension \"Size\" is reported as 2m in the redo panel.\n\nIn the base startup file, create a primitive using the tool in the tool panel. Open the redo panel and observe the dimensions reported and compare them to the dimensions reported in the Item Panel.",
"Uncontrolled vertex movement in symmetric editing\nOperating system: Windows 7\nGraphics card: AMD Radeeon `R9` 200 Series\n\nBroken: version: 2.82 (sub 7), type: Release; build date: 2020-02-13, 01:56:46\nWorked: (optional)\n\nWhen symmetrical editing about the X axis with proportional editing of an almost symmetric object, model changes are detected in places where editing was not performed. \n\nMoreover, these changes occur asymmetrically. For example, in a key with a changed shape of the legs of a human model, a significant asymmetric change in the neck region with a shift of the line of symmetry itself was found. So it is with most other shape keys. Thus, the symmetry of the entire model is violated, which entails other undesirable consequences. These problems cannot be solved programmatically or manually, and the data on the coordinates of the vertices strangely diverge from the observed form.\n\n[#74340.blend](T74340.blend)\n\n- Open file\n- Move selected vertex\n# vertices in unconnected mesh on mirror side will move\n\nModel Genesis 8 exported from DAZ Studio in Base Resolution .obj file and imported to Blender.\nHMiU6BYcl2E\n",
"Remesh + symmetry model bug? : Blender 3.0.0\nOperating system: Windows 10 Home N\nGraphics card: GTX 1660 ti\n\nBroken: Blender 3.0.0 - Stable December 21, 02:21:47 - f1cca3055776 - zip - 234.03MB x64\n- also 3.0.0 from front page have same bug\n\nafter remesh, symmetry broken symmetry_bug_fix.jpg\n(contains ways i fixing the error currently like merge by distance)\n\n1.Remesh model, 2.symmetrise it (weird line appears) \n\n[blender_3.0_remesh.symmetry_wierd_line.blend](blender_3.0_remesh.symmetry_wierd_line.blend)",
"Subdivide smooth is not symmetric\nWindows 8\nGeforce GTX 665 M\n\nBroken: Blender 2.96.0 r60995\n\n\nOn a 3 vertex line with the center vertex with greater y like that :\n\n\nIf I use subdividee smooth the result is not symmetric, I haven't set any random property.\n \n\n1./ Use subdivide smooth on the attached blend file, I have put the result that I get and the original\n[subdivide_smooth_bug.blend](subdivide_smooth_bug.blend)",
"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",
"Toggling mesh symmetry (X, Y or Z) by shortcut doesn't refresh its icons\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0\n\nIf I assign a shortcut to enable symmetry on X axis in the tool settings > symmetry, symmetry works when sculpting and the X icon turn on/off accordingly.\nThe full path is bpy.data.meshes[\"Cube.001\"].use_mirror_x.\nIf I assign a shortcut to enable symmetry on X axis in the viewport, symmetry works when sculpting, but the X icon turn on/off only when mouse leave the viewport, like it needs a refresh.\nThe full path is bpy.data.objects[\"Cube.001\"].use_mesh_mirror_x\n\nOther than that it seems the two icons don't talk each other on the fly: if I turn off X in viewport, X in settings is still on and it will be off only when mouse goes over it.\nIf it's not fixable, my suggestion is to take down the three XYZ icons in viewport and just leave the butterfly icon with the actual drop down menu, in my opinion it's more important seeing there's the \"ghost brush\" on the other side, rather than having a not working icon or substitute them with the three icons from settings.\nThank you\n\n- with the default Cube go to Edit, Paint or Sculpt mode\n- Assign a shortcut to one of the mesh symmetry axis\n- press the shortcut\nSymmetry is enabled but the icon doesn't show it.\n",
"different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n",
"Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n"
] | [
"Suzanne (monkey) UV map is not symmetrical and has bad stretching around the beginning of the ear\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: has never worked as expected\nWorked: never worked, looking at the original task for default uv map for monkey primitive, it's wrong there also.\nT47488\n\nThe current UV map for the monkey default model is not symmetrical and has bad stretching around the beginning of the ear. \n\nNot symmetrical\n\n\n\nBad stretching\n\nExpected result\n\n\nThis also effects the way monkey was uv unwrapped since the uv islands cannot be unfolded correctly in a straight and symmetrical line due to the seams being misplaced.\ncurrent\n\nexpected\n\nexpected result .blend\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nmade a quick proposal for an improved version also for the eyes, currently they are rotated in a way which makes it bad for texturing since the margins are so thin in some places that the texturer can bleed over due to midmaping in some rare cases, this version fixes it. Also looks nicer. \n\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\nshift a, add mesh, monkey\n\nenter edit mode and select all uvs in uv editor, UV, seams from islands\n\nAdd uv cheacker grid and look closely at where the ears start and notice that the seams are not symmetrical and some bad stretching around the beginning of the ear. \n\nbug .blend:\n[Suzanne (monkey) UV map Bug.blend](Suzanne__monkey__UV_map_Bug.blend)\nexpected result .blend:\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nimproved version .blend\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\n"
] |
Regression - Merge by distance causes edges to sharpen
Operating system: Windows
Graphics card: Titan RTX
Broken: 2.90.0 Alpha 2020-06-26 17.24 Hash: b7b57e7155ee
Worked: 2.83.1
Merge by distance causes edges to sharpen. This only occurred with this particular mesh that I REVed up from 8.31.
Blend File:[Merge_Error.blend](Merge_Error.blend)
1. Edge slide some vertices on top of each other.

2. select all

3. Merge by Distance

4.Causes merged edges to show up as sharpen

| [
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"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",
"Redo causes pointy mesh artifacts in Multires\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.90 (sub 0)\n\nIn the new multires, if I sculpt on a level, then subdivide, sculpt on that layer again, then undo to the base level and redo back to the higher levels, it creates a pointy mess in the place of where I'd sculpted.\n[bad undo redo multires.blend](bad_undo_redo_multires.blend)\n[2020-05-02 01-39-06.mp4](2020-05-02_01-39-06.mp4)\n1. Remove default cube, add UV sphere. Go to sculpting workspace. \n2. Add a multires modifier and create a few subdivision levels.\n3. Sculpt on those levels and undo back to the lowest level.\n4. Redo back to the higher levels. Some of those steps would have pointy shapes.\n",
"Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n",
"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.",
"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\n\n",
"Edge Slide: Vertices leave path when using with Mirror Modifier's Clipping Option\nOperating system: Linux-5.8.14-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.28\n\nBroken: version: 2.91.0 Beta\nSame in Stable Release. (And with Factory Settings.)\n\nWhen edge sliding, vertices diverge from their path as they hit the clipping point. (See the short video)\nI would expect the vertices to just stop at the intersection point. Otherwise it is not possible join the vertices while maintaining the angle of the edges. (Not without a lengthy workaround at least.) \n\n[Peek 2020-10-23 15-40.mp4](Peek_2020-10-23_15-40.mp4)\n\n1. Set up one or multiple edges which aren't parallel to the mirror Axis.\n2. Add a Mirror Modifier and enable Clipping.\n3. Edge Slide the edges into the clipping plane. ",
"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.",
"Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\n\n",
"Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.\n\n\n\n\n\n\n\n\n\n",
"Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n|  |  |\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",
"Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)",
"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)",
"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)"
] | [
"Strange edge marks after Merge by Distance \n\n\n{[F8922635](DeletingVertBy_Dist2.png)}Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.91.0 Alpha\n\n\n\n**Hidden Martian Message when Merging Vertexes by Distance**\nI was attempting to remove vertexes in a mesh under the outer mesh and decided to try merge by distance. As I dragged the distance right these lines appeared where the vertexes were deleted. I don't know if this is a \"feature\" or what but I can't seem to get rid of these highlighted edges.\n\nI find using sub-surface modifier made my mesh jump to 150K and I tried to Decimate after to reduce it by ~75%. I ended with a nearly parallel mesh under the top mesh which is the devil to select and remove. I did find that click-Option on a vertex and holding the shift afterwards and then clicking on a connected edge that fades off can select a connected subsurface vertex. I hope in the future there is an easier way.....\n\nAlso I was able to select all of these marked edges by selecting / similar / sharp edges, but then it created Face holes in my mesh. \n\n"
] |
Eevee Reflection Plane glitches when zoomed into and fades the edges of the view while doing so as well (2.8x)
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66
Broken: version: 2.82 (sub 6)
Worked: (optional)
When you use a reflection plane in Eevee, it seems to glitch when you're up close and also fades the edges of the viewport / camera both in viewport and final renders. This has been around ever since 2.80 but I never actually got around to reporting it
**Open the file attached and get close to the reflection plane while in rendered mode** and then move around, it glitches + fades the edges of the view. This can be reproduced in earlier version of Blender / Eevee as well
[Reflection plane bug 2.8x.mp4](Reflection_plane_bug_2.8x.mp4)
[Reflection plane bug.blend](Reflection_plane_bug.blend) | [
"Auto smooth smooths triangulated faces despite faces beeing set to flat shading/EEVEE smooths faces when it shouldn't\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.1.0\n\nWhen using cycles after enabling auto smooth it smooths the faces after triangulation despite setting faces to flat shading, meaning that a quad will still have flat shading compared to it's neighbors but instead of showing 2 flat tris it will show 1 smoothed quad.\nWhen using EEVEE it always smooths the faces after triangulation despite setting faces to flat shading even if auto smooth is turned off, so depending on whether or not this is intentional behvior, the title might also be \"triaglulated faces not smoothed correctly in cycles when auto smooth disabled.\"\n\nTest file:\n[Test.blend](Test.blend)\n\n2 almost identical Suzannes. Both are set to shade flat, but the left one has auto smooth enabled while the right one does not.\nNote that the triangulation is not visible for the left suzanne.\nSwitching to EEVEE shows that the triangulation is not visible for either of them.\n\nThank you and have a great day!",
"EEVEE-Next: Improve refraction denoising\nAs of now, the refraction rays reuse the same denoising pipeline as reflection rays. However this overblurs the results for low roughness.\n\nThis is because refraction lobe is dependent on IOR and roughness. So we need a way to compute the effective roughness of the glass based on its IOR and roughness.\n\nOne way to do that would be to fit a cone to the refracted lobe and try to match the reflective GGX roughness associated with a cone of the same angle.\n\n",
"HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)",
"Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n",
"EEVEE-Next Irradiance Baking\nDue to time constraints it isn't possible to start implementing a solution that leverage raytracing. So the implementation will try to minimize the amount of changes to the current system while cleaning up the implementation and changing the baking algorithm.\n\nHere are the reference papers the new solution will be based on:\nSIGGRAPH2022-Advances-Enemies-Ciardi%20et%20al.pdf (Probe-based lighting section)\nHobson_Josh_The_Indirect_Lighting.pdf\n\nOne remaining unknown is whether or not we keep the light-grids behavior as it was in the original EEVEE or if we go for a single large light-grid structure.\n\nHere is a breakdown of the tasks:\n- [x] #105802 Add debug visuals for surfels.\n- [x] Port Irradiance Cache display.\n- [x] Port Spherical Harmonics lib & BSDF lib and add unit tests.\n\n#### Milestone: Dummy irradiance grid displaying.\n- [x] Rewrite cache structure load / store.\n- [x] Rewrite light-cache baking in C++ with new draw-manager and unit-tests.\n\n#### Milestone: Baking, Saving to and Loading from disk should work.\n- [x] Make shader variation to output surfel.\n- [x] Bin surfels to ray tiles.\n- [x] Sort surfels in ray tiles, dead simple sorting for now.\n- [x] Traverse the rays and add contribution to nearest surfels.\n- [x] Insert irradiance samples to ray list.\n- [x] Project result to irradiance grid.\n\n#### Milestone: Irradiance baking fully works.\n- [x] Add indirect diffuse contribution to BSDFs\n- [x] #110386 Add dilation for invalid lightprobes\n- [x] #110312 Add sampling biases\n- [x] #110851 Add leak prevention\n- [ ] #106449 Finalize the design and implement the behavior of multiple irradiance grid.\n\n#### Bugs / Cleanups\n- [x] Add memory budget option\n- [ ] Add safety check for out of memory cases\n- [x] #110858 Add back intensity option\n- [x] #110858 Add back clamp option to avoid fireflies\n- [ ] Add smooth transition between irradiance volumes\n- [ ] Fix append / link of baked data\n- [ ] Add back capture bounds parameters\n- [ ] Add option on light and object to exclude from irradiance cache\n- [ ] Add option on material to be considered double sided by irradiance bake\n\n#### Milestone: Irradiance bake minimum-viable-product for 4.0 release.\n\n#### Extended targets\n- [ ] Support transparency\n- [ ] Support translucency\n- [ ] Support volumes during baking\n- [ ] Sky visibility baking\n- [ ] Auto Sample Resolution based on density\n- [ ] Sparse grid\n- [ ] Light injection\n- [ ] Multi-LOD grid\n\n#### Dropped features (not considered regressions)\n- Capture Clip Near / Far distances: Capture is done for the whole scene.\n- Bounce Count: Light transport is done using an infinite number of bounce and converge to the correct solution with more added samples.\n",
"Freestyle wireframe-only rendering is broken with Ztrans faces (lines disappear when Ztrans alpha and Ztrans spec are set to zero / lines behind transparent faces are not rendered / marked edges are not sometimes rendered when faces overlap)\nOSX 10.11.2 / Macbook Pro Retina 15\" Mid 2014 / GeForce GT 750M\n\nBroken: 2.76b (also broken in 2.76)\n\nRendering wireframes with controllable wire thickness requires using Freestyle but Freestyle requires filled faces even when rendering only edges. To only render edges and make the faces invisible one must set Ztrans alpha to zero.\n- When other line objects are behind line-only objects their lines are culled (however ordinary objects are rendered properly)\n- When both Ztrans alpha and spec are set to zero no lines are rendered\n- When faces overlap only some marked edges are rendered (even when faces are set to be transparent)\n\nObserve and render the attached .blend file.\n[freestyle-lineclipping.blend](freestyle-lineclipping.blend)",
"Solidify (Complex, Constraints) - very rare glitch\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.1\nWorked: 3.1.2\n\nbehavior changed in c2e8e68b6517b91eb14270707d7182c1727861c4\n\nSolidify modifier creates a weird glitch at a specific vertex.\n\nI have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:\n\n(the glitch looks exactly the same when the vertex is part of the larger object)\n\nSolidify Modifier Settings:\nMode: Complex\nThickness Mode: Constraints\n(other settings does not affect the glitch)\n\n",
"Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.",
"Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe",
"Eevee viewport rendering Overscan doesn't work\nOperating system: Linux-5.11.0-34-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.4\n\nWhen I use viewport rendering in Eevee render mode it's ain't capturing SSR precisely that in the actual viewport. And overscan feature doesn't work for viewport rendering.\n\n[Screencast-2021-09-09_13.09.43.mp4](Screencast-2021-09-09_13.09.43.mp4)\n\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n",
"Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n",
"EEVEE: Mixing between a fully transparent and holdout shader yields a half transparent result\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.2.0 Release Candidate\nWorked: I thinck the issue is for \"all\" versions of blender\n\nHoldout shader having issue with alpha (semi transparency).\n\nPut a image plane with exr image that contain alpha. When using a holdout shader mixed with another shader (transparency shader for exemple) the alpha of the image sequence is used for the mix of the 2 shaders. It should have a complete transparent image with the holdout of other object in the scene. The issue is that there is a dark outline for the semi transparent. Holdout have issue dealing with semi tranparency ? or maybe something else.\nSee the attached image to understand the issue.\n\n\n",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\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)"
] | [
"Reflection Plane partially missing reflections in EEVEE\nOperating system: Microsoft WIndows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.91.0 Hash: 2c317457cbf2\n\nOn a glossy surface, reflections are partially missing when using a reflection plane with SSR on a flat surface. When adding a slight bumpiness with the bump node, the problem disappears. Also, increasing roughness slightly or rotating the reflection plane by a tiny amount (by even a fraction of a degree) also makes the artifacts invisible. [missingreflections.blend](missingreflections.blend)\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen .blend file\nSet to rendered view\nNotice incomplete reflections\nSet bump to non-zero value\nNotice the issue goes away"
] |
Blender crashes with new Boolean
blender crashes
boolean modifier
window 8.1 64 bits
Video card HD8670 D
monday 3 March
blender version 060fb0f
sorry but no error messages generated
also crashing on version 2013
blender version f29dadc
is there a way now to upload a buggy file ?
thanks you
happy blendering | [
"Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ",
"Blender 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",
"Blender 2.93 crashes randomly\nHardware: MacBook Pro 13\", 8 GB 2016, as well MacMini 8GB 2020\nOperating system: MacOS\nGraphics card:\n\nBroken: version: 2.93.1\nWorked: ?\n\nI work with files exported from CAD-software packages imported into Blender showing technical installations: vacuum chambers and related technical infrastructure. I process the objects in the files by sorting them into collections representing subsystems (vacuum chambers, electrodes, magnets, ...) joining parts of larger systems, assigning materials from a material library file. I use hierarchies of files containing standard parts occurring at various places, materials and larger structures. In total, the files have a size of about 1 GB of data.\n\nWhen working with the files, Blender repeatedly and randomly crashes without obvious relation to specific actions.\n\nCannot provide this kind of information: random crashes.\n\nI am willing to give access to a git repo containing the 1 GB files\n\nSystem_info.txt:\n\n```lines\n> =====================================\n> = Blender 2.93.1 System Information =\n> =====================================\n> \n> \n> Blender:\n> =====================================\n> \n> version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\n> build date: 2021-06-22, 23:47:10\n> platform: Darwin\n> binary path: '/Applications/Blender.app/Contents/MacOS/Blender'\n> build cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.13 -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=gnu11 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build cxxflags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.13 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=c++17 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework ForceFeedback -liconv -Wl,-stack_size,0x100000 -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v293/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n> build system: CMake\n> \n> Python:\n> =====================================\n> \n> version: 3.9.2 (default, Mar 16 2021, 14:53:03) [Clang 10.0.0 (clang-1000.11.45.5)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/startup'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python39.zip'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/freestyle/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons/modules'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons_contrib'\n> \t'/Users/wgeithner/.local/lib/python3.9/site-packages'\n> \n> Python (External Binary):\n> =====================================\n> \n> binary path: '/Applications/Blender.app/Contents/Resources/2.93/python/bin/python3.9'\n> version: Python 3.9.2\n> \n> Directories:\n> =====================================\n> \n> scripts:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> user scripts: '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> pref scripts: None\n> datafiles: '/Users/wgeithner/Library/Application Support/Blender/2.93/datafiles'\n> config: '/Users/wgeithner/Library/Application Support/Blender/2.93/config'\n> scripts : '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> autosave: '/Users/wgeithner/Library/Application Support/Blender/2.93/autosave'\n> tempdir: '/var/folders/qc/ph84tvmx4h19sn6wl8nnn8hw0000gn/T/blender_iWUimt/'\n> \n> FFmpeg:\n> =====================================\n> \n> avcodec: '58, 54, 100'\n> avdevice: '58, 8, 100'\n> avformat: '58, 29, 100'\n> avutil: '56, 31, 100'\n> swscale: ' 5, 5, 100'\n> \n> SDL:\n> =====================================\n> \n> Version: 2.0.12\n> Loading method: linked (WITH_SDL_DYNLOAD=OFF)\n> \n> Other Libraries:\n> =====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 1, 15\n> OpenShadingLanguage: 1, 11, 10\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> OpenGL:\n> =====================================\n> \n> renderer:\t'Intel(R) Iris(TM) Plus Graphics 640'\n> vendor:\t\t'Intel Inc.'\n> version:\t'4.1 INTEL-16.5.2'\n> extensions:\n> \tGL_APPLE_client_storage\n> \tGL_APPLE_container_object_shareable\n> \tGL_APPLE_flush_render\n> \tGL_APPLE_object_purgeable\n> \tGL_APPLE_rgb_422\n> \tGL_APPLE_row_bytes\n> \tGL_APPLE_texture_range\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_debug_label\n> \tGL_EXT_debug_marker\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_NV_texture_barrier\n> \n> Implementation Dependent OpenGL Limits:\n> =====================================\n> \n> Maximum DrawElements Vertices:\t1048575\n> Maximum DrawElements Indices:\t150000\n> \n> GLSL:\n> Maximum Varying Floats:\t150000\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t4096\n> Maximum Fragment Uniform Components:\t4096\n> Maximum Vertex Image Units:\t16\n> Maximum Fragment Image Units:\t16\n> Maximum Pipeline Image Units:\t80\n> \n> Cycles:\n> =====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> =====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 22, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 6, 16), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 8, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 2, 5), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/cycles/__init__.py)\n> GTry (version: (1, 3, 7), path: /Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/GTry/__init__.py)\n> add_curve_sapling (version: (0, 3, 4), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/add_curve_sapling/__init__.py)\n> materials_utils (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_utils/__init__.py)\n> materials_library_vx (version: (0, 6, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_library_vx/__init__.py)\n> render_auto_tile_size (version: (3, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/render_auto_tile_size.py)\n> ```\n\n\n[BlenderCrash_20210730-01](BlenderCrash_20210730-01)\n[BlenderCrash_20210801-01](BlenderCrash_20210801-01)",
"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 crash in bmesh.to_mesh() while using it to modify weights\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\n```",
"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 (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n",
"Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.",
"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```",
"Boolean modifier: Self Intersection fails when mesh object is same for both operand types\nOperating system: Win10 (21H1 19043.1348)\nGraphics card: GeForce 1080Ti (496.76)\n\nLatest 3.0 (December 02, 02:20:21 - 9cec9b4d6e33)\n\nOperand type `collection` did not consider `self intersection` with certain condition.\nIt fails when mesh object is same for both operand types\n\n- Open .blend file\n- Change operand type to `Object`\n- Uncheck `Self Intersection`\n- Switch back to `Collection\n\nTest File:\n[boolean.blend](boolean.blend)\n[2021-12-03 13-50-41.mp4](2021-12-03_13-50-41.mp4)",
"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",
"Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)",
"Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n",
"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",
"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  \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"
] | [
"Boolean modifers crashes when using specific topology\nBroken: (example: 2.69.11 #176f1aa\nWorked: 2.69\n\nwhen 2 subdivided cubes are joined using 2 boolean modifiers on the first cube blender hard crashes.\n\nworks in 2.69\n```\n \n```\n* add a cube \n\n* subd modifier level 2\n\n* duplicate cube \n\n* move or rotate cube 0.5 in any axis\n\n* repeat step 3 and 4.\n\n* choose first cube add a boolean modifier, choose union as type and cube.001 as object\n\n* add 2nd boolean modifier , choose union as type and cube.002 as object > Blender hard crash !\n\ntest ready blend file included just choose cube.002 from the bool modifier.[sub-d_bool_crash.blend](sub-d_bool_crash.blend)"
] |
colour data is being added to the noisey diffuse direct and indirect instead of the colour pass if sheen is enabled in the shader.
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92
Broken: version: 2.90.0 Alpha
colour data is being added to the noisey diffuse direct and indirect instead of the colour pass if sheen is enabled in the shader.
See below, this is exceptionally problematic because the colour pass retains full detail regardless of the number of samples, but by moving texture detail into the diffuse direct/inderect instead of the colour, it's not possible to denoise objects that have sheen. This is when manually adding/multiplying passes back together after denoising indivudually.

#
diffuse colour pass missing texture details on objects with sheen:

texture data has been added to the diffuse indirect and direct passes instead:
Direct (texture detail is in this pass instead of direct lighting information)

Indirect (texture detail also in this pass instead of indirect lighting information):

image denoised result. Notice the lower right monkey's texture is blurred out as a result of the texture detail being in the diffuse direct/indirect instead of in the diffuse colour pass:
 | [
"Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n\n",
"The Proxy creation in the clip editor does not take color management into account\nelementaryOS 0.4.1, GTX1080\n\nBroken: 2.79.6, 7ff1750\n\nWhen generating proxies from Blender's Clip Editor while using a different Color Management View profile other than Default, that color profile is not taken into account, making the proxies look different than the actual movie in the Clip Editor.\n\nThe whole issue came up when trying to work with footage shot with the Arri Alexa. \nThe footage is a ProRes file, encode with Arri Wide Gamut in LogC. I am currently working with @troy_s on making that work inside Blender. The way we do that currently is as follows:\nBy using Blackmagic Fusion I convert the ProRes to a Linear EXR, but not rec709, instead it's Linear Arri Wide Gamut, in order to keep the data of that colorspace intact. \nLoading this in Blender looks wrong of course, since Blender assumes an EXR file to be Linear Rec709. \nIn order to work around that, @troy_s thankfully created a new OpenColorIO config file, that uses the AWG colorspace when setting the view to Filmic. \nUsing that new config.ocio the Footage looks correct in the Clip Editor. \nObviously I need the Background Images in the 3D Viewport to look the same, since I want to integrate 3D elements into the footage. \nHowever, when I generate the Proxies, they seem to use the Default Rec709 View Transform. \nSee this screenshot: \n\nThe colors in MCE at the bottom are correct, but wrong in the 3d View above.\nI can understand that the 3D View cannot do realtime color conversions in order to maintain a decent playback. However, that's why I think the proxies need to take CM into account, including gamma and exposure. \nFor anyone who wants to try it, I have attached a folder with one frame from that footage, the proxy, the blendfile, as well as a the adjusted colormanagement folder with the new config.ocio. (I left out the film responce curves).\n[proxy_color.zip](proxy_color.zip)",
"3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect.",
"UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected",
"Unnecessary updates on brush texture preview are causing epileptic effect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n",
"Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles\n## Simplified Report\n\n- Open the attached file and set the VDB path to the attached VDB volume.\n- The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.\n- Render the scene and look at the shadow pass.\n- The shadow pass contains blocky artifacts as shown in the attached image.\n\n[blockyVolumeShadowPass.blend](blockyVolumeShadowPass.blend)\n\n[fluid_noise_0060.vdb](fluid_noise_0060.vdb)\n\n\n\n## Original Report\n\n[system-info.txt](system-info.txt)\n\nBroken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74\nWorked: most likely never\n\nRendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. \nMost visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.\n\nThis bug is particularly nasty as the artifacts are mostly invisible in beauty pass. \nHowever when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.\nArtifacts in denoising albedo pass can ruin seemingly good volume render.\n\nI wasn't able to replicate the artifacts in EEVEE.\n\nHere is how the bug looks with Quick smoke on default cube (scene in attached blend file):\n\nshadow pass\n\n\ndenoise albedo pass\n\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n\n\ndenoise albedo pass\n\n\n\nvolume direct\n\n\n\nvolume indirect\n\n\n\nbeauty (cropped)\n\n\n\n\nReproduce render artifacts:\n- open first attached blend file\n- hit `F12`\n- observe shadow pass\n- change `Render Layer` output in `Compositor` if needed\n\nRecreate vdb (optional):\n- open second attached blend file\n- (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache\n- in the same panel hit `Bake All` and wait until bake is completed\n- navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape)\n- import vdb to the first file and place it so the camera can see it\n\n[volume_bug_render.blend](volume_bug_render.blend)\n[volume_bug_sim.blend](volume_bug_sim.blend)",
"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: \nNoisy Image: \nDenoising Depth: \n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n",
"Add interference effects to glossy and glass shaders\nAs a response to patch [D2003](D2003) and my own work in OSL ([interference script](showthread.php?403299-UPDATE-v1-6-Cycles-PBR-thin-film-interference-and-metals)), I suggest to add the option of interference effects to the glossy and glass shaders natively in cycles. Please note that I'm not familiar with the source code of Cycles, so this task description is based on cursory glancing through the code.\n\nThe OSL script suffers from the limitation that the effect of roughness on the surface normal does not influence the reflectance and transmittance factors calculated with the generalized Fresnel equations. Only the macroscale normal is used for the reflectance and transmittance. Patch [D2003](D2003) handles this in a more appropriate way for metals by applying the correct reflectance to each sample from a distribution of angles in case of rough surfaces. \n\nI propose to build on top of patch [D2003](D2003), which I expect to have pretty much laid out all the ground work, and to extend it to include one or two additional layers of an arbitrary material that can be described with a complex refractive index. \n\nThings to discuss:\n\n - Implementation: multiple glossy shaders, or a single shader that can handle substrate-only, substrate+1 layer, substrate+2 layers?\n - The phase of the reflectance is required for physically-correct behavior (no approximation). I implemented a complex math library in OSL just for this. Is it acceptable to do the same for cycles?\n - If for substrate-only the approximate Fresnel reflectances are used, then for 1 or two layers with zero thickness a small color change can occur as in that case the exact solution is used. Is that acceptable? (disregarding a check for zero thickness of course)\n - What to show the user? My OSL script has 3 n,k pairs (RGB) for each material (substrate, layer 1, layer 2). Then two thicknesses, one for each layer. I think this is the minimum. I optionally have the wavelengths of the RGB triplet and the refractive index of the outside medium as input via conditional compilation. The latter is perhaps the least useful, but the wavelengths determine the spacing between the interference fringes and therefore have an artistic value.\n\nThere are probably more things that I didn't think of, but this is a start. I am familiar with the physics and the equations that calculate such a feature and have experience with coding in C++. I would volunteer to implement interference effects in cycles and am thinking along the lines of co-development with a more senior Cycles developer.\n\n\n\n\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",
"Compositor RGB Curves artefacts with 'film like' option when using individual channels (only works correctly with the 'master' curve)\nOperating system: SUSE Leap 15.0\nGraphics card: NVidia GTX 560ti (official drivers)\n\nBroken: 2.80, 5632e1b52586, x86_64 linux, 2019-01-24 (buildbot)\n\nCompositor RGB Curves node gives false colours when set to 'Film like' and when any of R,G,B channels are adjusted. Adjustment of C channel alone is OK.\n\n\n\nsidenote; Constant hue adjustment is definitely an interesting feature to have! But since film often has various hue shifts going on, if anything, 'Standard' is possibly closer with a typical S-curve - a bias to cyan, magenta, yellow in the highlights corresponding to the curve shoulder.\n\n'Hue hold' or 'Hue lock' could be alternative names.\n\n**Example .blend**\n[compositor_rgbcurves_film-like_artefacts.blend](compositor_rgbcurves_film-like_artefacts.blend)\n\nLoad attached .blend, render.\n\nRef:\nrB4de7c0c3105a80d244dd9f2078c310331873a16b\n\nNotes:\n- Muting the noise texture hides the issue in this example.\n- Stepping through the emission strength from 0.0 to 1.0 gives varying results. Might be a clue to the cause?",
"Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)",
"Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays\nOperating system: Windows\nGraphics card: GeForce RTX 2080 Ti\n\nBroken: 2.82\n\nThe Indirect Only setting on a Collection doesn't seem to apply when viewing Volume shaders through shaders with Transmission enabled.\n\nSee the attached blendfile. Enabling or disabling the VOLUMETRICS collection (which is set to Indirect Only) doesn't affect what is seen through the glass.\n[comp_test_render_scene.blend](comp_test_render_scene.blend)",
"Exposure affecting Mist Pass color in viewport\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.92\nWorked: -\n\nI tried to use mistpass on a render, i used the exposure on render > color management tab to lower the exposure, then i view the mistpass in the viewport, \nviewport shading > render pass > mistpass, everything is super dark, resulting to view the incorrect one. but when i render it, its normal.\n\nwork around is to turn off the scene light and scene world to view the correct one\n exposure 0\n exposure -6\n\n1. make some cubes with varying distance\n2. move the camera so its parallel to the cubes\n3. turn the exposure down in, render > color management > Exposure \n4. view the mistpass in viewport shading > render pass > mist pass,\n5. the mistpass view is darker and affected by the exposure, resulting to view the incorrect one \n",
"Texture painting does blend modes like overlay incorrectly when using 16/32bit images\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: unknown\n\n[texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4](texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4)\nHere you can see that even though the paint color is white, the overlay blend mode results in darkening of the gray base color, when painting with a low strength/at the edge of the brush falloff. This happens only for 16/32bit images and independently of the color space of the texture. It seems like brush falloff and strength are applied before the blend mode.\n\n- create 32bit/16bit image texture\n- draw with white, set to Overlay on shade of gray\n[16F_texture_paint_overlay_bug.blend](16F_texture_paint_overlay_bug.blend)\n\n",
"PSD File Lacks Alpha Channel\nOperating system: WIndows 10\nGraphics card: RTX 3080\n\nBroken: 3.1.2\n\nAn alpha channel saved in a .PSD file does not appear usable in Blender.\n\nCreate image in photoshop, add alpha channel in channels palette. Save psd, ensuring \"alpha channels\" is checked in the \"save as\" dialogue. In blender, create material with image texture node. Select psd file, connect \"alpha\" output to Base Color for debugging or open the image in an image editor view and select Alpha in the channel viewer box in the upper right. It appears solid white rather than showing the embedded alpha channel."
] | [
"The Sheen Value Affecting the Diffuse Direct Render Pass\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nNot sure if this is a bug or not, the sheen value in Principled BSDF is affecting the diffuse pass (which should have been pure white). \n\nBased on attched .blend file.\n1. Get into Rendered View Mode\n2. It is currently set to Cylces' diffuse direct viewport render pass, and you can see the color is strange\n3. Check the material tab, you can see it is just a defualt Principled BSDF with blue base color, and sheen set to 1\n4. adjust the sheen value, you can see how it affects the diffuse pass. Also try the sheen tint as well. \n5. Hit F12 to render\n6. go to the compositor, the diffuse pass is hooked to a viewer node, so you can see the same result in the background\n[Sheen & Diffuse Render Pass.blend](Sheen___Diffuse_Render_Pass.blend)\n\n"
] |
Versions beyond 1.9.0 crash on startup, but 'blender_debug_gpu_glitchworkaround.cmd' does start 3.5.0 successfully
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13464 Core Profile/Debug Context 21.19.407.0
[blender_system_info.txt](blender_system_info.txt)
Broken: version: 3.5.0 Alpha
[blender_debug_output.txt](blender_debug_output.txt)
| [
"use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)",
"Adding Clearcoat freezes Blender with error \"Execution of the command buffer was aborted due to an error during execution\"\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 5700 XT 1.2\n\nBroken: version: 3.5.0\nWorked: Unknown\n\nAdding Clearcoat to a Surface freezes Blender, with Console logs showing only an \"Execution of the command buffer was aborted due to an error during execution. <private>\" error.\n\nOnly appears to happen when using Metal, using Blender in OpenGL mode doesn't have this issue. The issue is also present on brand-new projects with just the default cube.\n\n1. Create new file (Eevee renderer)\n2. Change the Clearcoat amount of the default cube from the Materials tab.\n3. Blender crashes usually within seconds, with the default cube I've found it freezes more easily if you use the sliding mechanism to change the Clearcoatness.\n\n",
"EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n",
"Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n",
"Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : 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"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",
"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",
"3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n",
"Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n",
"Blender 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 will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n",
"No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo",
"(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",
"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 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 cant start\nComputer: Lenovo G505s A10-5750M\nOperating system: Winows 10 x64\nGraphics card: AMD Radeon HD 8570M + AMD Radeon HD 8650G{[F13334361](blender_system_info.txt)}\n\n\nBroken: blender 3.1.2 (logs from this version provided), cc66d1020c3b, master, 2022-03-31 17:40, as found on the splash screen (JFYI blender.2.93.10 broken too, blender.3.4.0 broken too)\n\nWorked: blender 2.83.21\n\nIf run blender.exe blender failed to start.\n[blender.crash.txt](blender.crash.txt)\nOnly way to start it successfully is to run blender_debug_gpu_glitchworkaround.cmd, but here some issues present too like windows only appear/disapear not instantly but only when you begin to move mouse over it.\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n\nJust run blender.exe and its failed to start.",
"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 \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"
] |
Bump shader node not working with tangents node texture coordinate.
Operating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits
Graphics 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
Broken: version: 3.0.0 Alpha
Nothing happens if you plug a wave texture with texture coordinates coming from the tangent node into the bump node even if you put absurdly high strength/distance values.
1) Delete cube.
2)Add monkey and put a material on monkey.
3)In the shader editor add a tangent node.
4)Plug output from tangent node into a wave texture node's 'Vector' input.
5)Plug output from wave texture node into bump node's 'Height' input.
6)Plug bump node's output into principled BSDF 'Normal' input.
7)Watch as nothing happens.
Weird thing is if you substitute the tangent node with 'Tangent' output of the 'Geometry' node everything works as expected. But unfortunately you can't get UV tangents from said 'Geometry' node as far as i am aware only the 'Tangent' node can do that.
| [
"mathnode socket doesn't restore when voronoi signal is turned to \nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nthe mathnode after a voronoi tex node ejects the noodle when you switch voronoi to \"n-sphere radius\" and keeps hiding any values.\n\nopen blender\ncreate a material for an object of your choice\nadd voronoi and mathnode as shown in the picture\nswitch voronoi from f1 to n-sphere radius\nnotice that the mathnode disconnenćts, which is fine, butit should re-open the slot then, right?\n\n\n\n",
"Add Signed Noise node to Shader and GN\nThe existing Noise texture was originally designed for textures where values in the range 0-1 are useful.\n\nFor 3D space used in geometry and volumes it is useful to have signed noise.\n\nAfter exploring adding a signed noise output to the existing Noise Texture I created the following patches.\n\n\n\n[D12820: Nodes: Add Vector Distortion node (WIP)](D12820)\n\n[D15947: Nodes: Add Signed output value to the Noise Texture node](D15947)\n\n[D15944: Nodes: Add Signed Noise node](D15944) \n\nSeparate sockets:  \n\nEnum (current patch): \n\nI'm currently in favour of [D15944](D15944) and adding the function as a simple node. \n\nDistortion using just the Signed Noise patch.\n\n\n\nThe advantage of exposing the base noise function is that it allows users to create their own noise based node groups. It decouples the function from the existing Noise texture and only exposes the noise function for a simple UI.\n\nIt is possible to use the existing noise texture for this but it needs the correct values setting plus additional nodes. The underlying code is less efficient.\n\n\n\n\n```\n/* Distortion. */\n\nBLI_INLINE float3 perlin_distortion(float3 position, float strength)\n{\n return float3(perlin_signed(position + random_float3_offset(0.0f)) * strength,\n perlin_signed(position + random_float3_offset(1.0f)) * strength,\n perlin_signed(position + random_float3_offset(2.0f)) * strength);\n}\n\n/* Positive fractal perlin noise. */\n\ntemplate<typename T> float perlin_fractal_template(T position, float octaves, float roughness)\n{\n float fscale = 1.0f;\n float amp = 1.0f;\n float maxamp = 0.0f;\n float sum = 0.0f;\n octaves = CLAMPIS(octaves, 0.0f, 15.0f);\n int n = static_cast<int>(octaves);\n for (int i = 0; i <= n; i++) {\n float t = perlin(fscale * position);\n sum += t * amp;\n maxamp += amp;\n amp *= CLAMPIS(roughness, 0.0f, 1.0f);\n fscale *= 2.0f;\n }\n float rmd = octaves - std::floor(octaves);\n if (rmd == 0.0f) {\n return sum / maxamp;\n }\n\n float t = perlin(fscale * position);\n float sum2 = sum + t * amp;\n sum /= maxamp;\n sum2 /= maxamp + amp;\n return (1.0f - rmd) * sum + rmd * sum2;\n}\n```\n\nvs\n\n\n```\n/* Perlin signed noise */\nr_value = noise::perlin_signed(position);\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 ",
"Node link drag search in shader editor doesn't filter by render engine compatibility\nOperating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.7\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't think ever. The feature was introduced in 3.1: 11be151d58\n\nOther than the default node search menu ( {nav Add > Search...} ) the link drag search doesn't filter out nodes that are not compatible with the current render engine.\n\n[node-link-drag-search-bug.mp4](node-link-drag-search-bug.mp4)\n\nAs shown in the video:\n- open the default blend scene with factory settings\n- switch to the shader editor\n- add a *Value* or *RGB* node\n- drag from the node's output and release the link on the canvas to activate the link drag search\n- look for the \"Toon BSDF\"\nResult: inputs from the node appear in the search despite the node not being supported by Eevee.\n\nHere's the simple setup from the video.\n[node-drag-link-search-bug.blend](node-drag-link-search-bug.blend)\n\n",
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"Wireframe overlay opacity does not work correctly with viewer node\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso confirmed in 3.4 (which introduced the Viewer Node).\n\nWireframe overlay opacity does not work correctly if Geometry Nodes viewer node is activated and it's showing attribute.\n\nIt looks as if there's extra wireframe overlay under the usual overlay. Remaining wireframe does not respect smooth wires option from the preferences.\n\n- From the startup file, add Geometry Nodes to the cube\n- From Geometry Nodes editor, add a node that outputs attribute (Random Value node for example)\n- Connect Group Input and the attribute node to Viewer node\n- From viewport overlay option, enable wireframe. Try opacity slider\n\nVideo:\n<video src=\"attachment\" controls></video>\n\nFile for quick test:\n[ViewerNodeWireframe.blend](attachment)\n\n",
"Grease Pencil Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n",
"Node group assets in add menu do not work with quick favorites\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nNode groups assets in the add menu was introduced in 3.4.\n\nRight click on node group assets in the add menu brings up `Add to Quick Favorites` operator but they don't work with quick favorites.\n\nIf you register a submenu it just shows an empty box in quick favorites. If it's a node group asset, it does not add the asset.\n\nAlso all of the group assets and menus try to use the same quick favorite slot.\n\n- In Geometry Nodes editor's add menu, right click on Hair menu or the assets under it\n- Add to Quick Favorites\n- Bring up Quick Favorites, and try to use the item just registered\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",
"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). ",
"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 |  |\n| 3.3.6 |  |\n| 3.5 |  |\n\n\nLaunch attached blend in different the Blender versions",
"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",
"Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)",
"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\n\nAnd this when loaded via OSL OPTIX:\n\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\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n",
"Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n||\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\n"
] | [
"bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n\n\n\n\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)"
] |
Blender 2.7 keymap: inconsistent pivot shortcuts
Operating system: Windows-10-10.0.15063 64 Bits
Graphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78
Broken: version: 2.80 (sub 51)
Worked: (optional)
There is a difference between choosing Pivot center in Layout section ( , . ) and UV Editing section (quick menu appear after hitting "." ) with Blender 2.7 keymap workflow. Can we stay with just "," and "." for all sections (Layout, UV Editing, etc.)?
| [
"Weird behavior of collapsed area in the preferences editor.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)",
"UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options",
"editor's type pop up shows the wrong shortcut!\nOperating system: Linux-6.4.14-x64v2-xanmod1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.3.9 Amber\n\nBroken: version: 3.6.2\nWorked:\n\nwhen hover the mouse over the editor's type, it shows the name, description and the shortcut, but the shortcut shown is the same for every editor (Shift F1).\n\n\n1. new scene.\n1. put the mouse under the editors type (without clicking) as if want to change it.\n1. read the popup.\n\n\n\n",
"Hotkey missing for setting pose Rotation Mode in Industry Standard keymap\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\n\nBroken: version: 2.93.0\nWorked: ?\n\nMISSING : \nIn Industry compatible mode the hotkey named : SET ROTATION MODE is missing.\n \n\n\nMISSING : \nIn preference, set hotkey to : industry compatible mode.\nin the field 'name' type : rotation mode\nthen\nswitch back and forth to blender 2.7 or Blender hotkey to witness the hotkey is missing in Industry compatible mode.\n\n\n\n[rotation_mode.blend](rotation_mode.blend)",
"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\n\n",
"Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n",
"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.*",
"shift+key with option click\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\n\n[problem with a key set to 'CLICK' and with shift=True]\n\nIf I do a shortcut with e.g: km.keymap_items.new('wm.call_panel', 'S', 'CLICK', shift=True)\nI need to press and hold Shift and then press and release S. \nI mean if you do a click on a key without shift or ctrl or alt, the option is respected. but adding a Shift for example the property is not working the same anymore.\napparently in the programing of this click option the presence or not of another key has not been considered.\nthe interest of a click as it is explained in the blender help is when you add another key with the same shortcut but with the option 'CLICK_DRAG'\n\n\n",
"Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n",
"Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n\nFixed after closing and opening action editor view\n\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!",
"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)",
"The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n\n\n\n\n\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box.",
"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\n\n\n",
"Sculpt Mode: Inconsistent cavity auto-masking results\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0 Alpha\n\nWhen using Cavity auto-masking the results can be different each time when executed, even though the mesh has not changed.\nThis can be observed when using the Mesh Filter tool with the Inflate tool setting.\nEnable Cavity auto-masking in the header and repeatedly execute the tool by click & dragging to the right, and undoing the action.\n\n|  |  | \n| -- | -- | -- |\n\nThe second of these images was the most common result for me. \nEach time I executed the tool my mouse cursor started at a different position on the screen, which might, but should not influence the result.\n\n- Add the monkey primitive\n- Subdivide the object 3 times and apply the modifier\n- Enter sculpt mode and make the \"Mesh Filter\" tool active\n- Enable \"Cavity\" auto-masking in the header\n- Click and drag from left to right and undo repeatedly to observe varying results"
] | [
"Blender 2.7X keymap inconsistencies in 2.8\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 60)\n\n**Description**\n\nWhen configured with Blender 2.7X hotkeys, there are missing and wrong hotkeys.\n\n - Maximize are should be shift+spacebar. It is set to ctrl+spacebar which is not only different than 2.7X, but also conflicts with a different hotkey in 3D view.\n - Set start/end frame keys in timeline are missing. Actually they have better keys (ctrl + home/end) but those are missing in the NLA.\n - Set/auto-set/clear preview range keys are correct, but missing in the NLA which is where I use it the most and where I would have discovered the keys.\n - Inconsistent pivot center between 3D viewport and UV editor: \",\" and \".\" (#62991)"
] |
Wrong Material Assigned to New Geometry from Mesh Boolean Node
Operating system: Windows 10
Graphics card: Nvidia GTX 1060
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 3.0.0
Worked: (newest version of Blender that worked as expected) N/A (uses node that debuted in 3.0)
When I use the Set Material node on a given piece of geometry and then wire the output into the second input socket of a Mesh Boolean node with the mode set to "Difference", the new geometry generated by the Mesh Boolean node is given whatever material is in the second slot in the object's Material Shelf, rather than reflecting the material specified by the Set Material node.
Based on the default startup or an attached .blend file (as simple as possible).
Create at least two materials **in addition to** the existing default material on the object. Create a new Geometry Nodes modifier on the object. Insert a Mesh Boolean node onto the existing noodle with the mode set to "Difference." Next, create a Mesh Primitive node (any), and wire the geometry from it through a Set Material node. Specify a material, and it should work fine on the geometry itself. However, if you now wire that into the second input socket of the Mesh Boolean node, you will notice that, regardless of what Material you specify in the Set Material node (as long as you at least specify something), the new geometry that is generated always shows whatever Material is currently in the second slot in the object's Material Shelf. Attached is a demo blend file.[IncorrectBooleanMaterials.blend](IncorrectBooleanMaterials.blend) | [
"Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n",
"Geometry nodes. Objects with negative scale have positive scale as instances\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.3\n3.4.1 and 3.5 are broken too\n\nWhen I instance from collection, objects with negative scale passes only positive scale to instances.\nCheck file and video.\n\n",
"Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)",
"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",
"Geometry Nodes: Mesh Boolean destroys attributes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing Mesh Boolean with Geometry Nodes destroys attributes from input meshes. This drastically reduces usability and node network clarity as user is required to surround the Mesh Boolean node with 4 more nodes for every single attribute they want to survive the boolean operation:\n\n\n1. Open the attached file: [BoolDeleteAttributeBug.zip](attachment)\n2. Hold Ctrl+Shift and left click the Geometry output sockets of Group Input and Object Info nodes. Notice the attribute being present.\n3. Hold Ctrl+Shift and left click the Mesh output socket of Mesh Boolean node. Notice the attribute destroyed.\nResult: The attributes are destroyed by Mesh Boolean node.\nExpected: The attributes on the parts of the topology unaffected by Mesh Boolean operation remain preserved.\n\n",
"Scene statistics not updating depending on geometry node behaviour\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: Never.\n\nIt seems that the scene statistics (both in the viewport and in the status bar) are not updating to reflect the number of vertices after a deleting operation through geometry nodes.\nHowever it does update if I move to another frame in the timeline.\nIt may be a design choice to limit the computation needed but I thought useful to report\n\nIn the attached blender file go to the modifiers tab and change the LOD value in the geometry nodes setup, you'll see no change in the scene statistics despite the mesh displayed has a different amount of objects. If you move to any other frame it will update accordingly\n\n",
"Loop Cuts and Inset Faces cutting Meshes\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 750 TI\n\nBroken: 3.2\n\nTrying to add regular edge loops with Control + R, or even trying inset a face, they are cutting my mesh, or merging the ends. (I shared this on reddit, and it was suggested I create bug for it. \n\nAll I did was delete the bottom face of the mesh since I would not need it, but somehow I created invalid geometry and when I add an edge loop near the end it merges. If I try to inset the faces, it gives me weird end geometry.\n\n(This is what was noted from someone on Reddit: Update: just checked the file and here are my findings:\n\n```\n Adding a loop, be it length ways, long ways, or any other way seems to works just fine with the CTRL-R shortcut\n```\n\n```\n The loop cut tool also works just fine.. except if you try and loop cut around the XY plane instead of the XZ plane (drawing a line around the thinnest faces) at which point the mesh seems to collapse to zero height\n```\n\n```\n Insetting faces also works fine, be it via the tool or pressing I... but if you then try and extrude the inset suddenly the model collapses\n```\n\nOther things of note: the face orientation is inside out for this mesh (turning on Face Orientation in the Overlays menu (two overlapping circles in the header) shows them as red) and the object-level scale hasn't been applied. Fixing both of these doesn't correct any of the above issues -- although it IS normally advised since it prevents a few shading and modelling issues -- but it does, for some reason, change how the errors manifest, like the model collapsing in a slightly different way or the CTRL-R shortcut suddenly causing the same issues the tool version of loop cut and slide has.\n\nConclusion: you've somehow managed to turn this mesh into some form of invalid geometry that Blender can't seem to handle properly. You may wish to report it as a bug, including this file as a demonstration.\n\n- Open .blend file\n- enter edit mode and select face mode\n- press numpad 3 for YZ plane view\n- Add loopcut on visible face side (it'll merge the edges)\n\n---\n- repeat first 2 steps from above\n- press numpad1 for XZ plane view\n# select visible face -> extrude + scale (will merge edges). Works with inset tool\n\nTest File:\n[Issues Build2.blend](Issues_Build2.blend)",
"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\n\n",
"Library overrides does not work well with Materials.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1 Release Candidate\nWorked: No\n\nAfter saving and reloading, the object's material changes unexpectedly.\nThis bug only appears on objects that have library overrides.\n\n\n**Exact steps for others to reproduce the error**[bug check.zip](bug_check.zip)\n\n1. Download bug check.zip\n2. Open the t2.blend file. You can see that the cube contains red and green.\n3. Then select mat2a in the material list and save it as t4.blend.\n4. Reload t4.blend, and the cube is only red.\n\nMy current bypassing method:\nBefore saving, choose the same material slot as t1.blend. Only in this way can the object's material do not turn into another.\n\nt1.blend is the original data.\nt2.blend is a link of t1.blend, and then replace the data material to the object material.\nt3.blend is wrong, just like the t4.blend you get.\n\n",
"Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n",
"Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n",
"Curve to Mesh node creates wrong face orientation with cyclic profile curve\nOperating system: Linux-6.1.26-x86_64-with-glibc2.37 64 Bits\nGraphics card: AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.49, 6.1.26) AMD 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\nWorked:\n\nThe `Curve to Mesh` geometry node creates incorrect face orientation when using a cyclic `Profile Curve`. This bug only happens with cyclic profile curves, non-cyclic profile curves work correctly.\n\nInside of the attached `.blend` file there are two identical curves. The left curve uses the curve `Bevel` option. The right curve uses the `Curve to Mesh` geometry node.\n\nThey should produce the same results, but they don't.\n\nThe `Profile` curve is just a standard `Add` -> `Curve` -> `Circle`.\n\n1. Open the attached `.blend` file.\n2. Notice that the curve on the left has the correct face orientation.\n3. Notice that the curve on the right has the wrong face orientation.\n\n",
"Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)",
"Mismatch between nodetrees when creating a link does not throw error\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\nWorked: Tested as far back as 3.3.4 and no error was thrown\n\nWhen creating a node-link an error is not thrown if the node trees of `links`, `input socket`, and `output socket` are not all the same node tree or even the same type! It makes troubleshooting code sometimes difficult when no errors are thrown but with unexpected results.\n\nPaste the following into the text editor in Blender and Run it:\n\n```py\nimport bpy\n\nD = bpy.data\n\nnt1 = D.node_groups.new(\"NT1\", \"GeometryNodeTree\")\nnt2 = D.node_groups.new(\"NT2\", \"ShaderNodeTree\")\nnt3 = D.node_groups.new(\"NT3\", \"CompositorNodeTree\")\n\nnd1 = nt1.nodes.new(\"NodeReroute\")\nnd2 = nt2.nodes.new(\"NodeReroute\")\n\nnt3.links.new(nd1.outputs[0], nd2.inputs[0])\n```\n\n",
"Using another Mesh for Texture Indices (Texture Space / Generated Texture Coordinates)\nOperating system: Windows 10\nGraphics card: Geforce GTX1060\n\nBroken: 2.80.74 and 2.91.0 Beta\nWorked: Blender 2.79b Date: 2018-03-22 14:10 Hash: `f4dc9f9d68b`\n\n\nThe option \"Texture Mesh\" in the \"Texture Space Panel\" of the \"Object Data Properties Tab\" has no effect if the mesh does not have a deform type modifier.\n\n|\n| -- |\n|File is [here ](GeneratedTextureCoordinates4.blend?dl=0).\n\n\n- Open attached file - (Note that the geometry of one mesh affects the texture coordinates of the other)\n- Go to the modifiers tab and disable or delete the modifier\nTexture Mesh has no effect.\n[texspace_texture_mesh_bug.blend](texspace_texture_mesh_bug.blend)"
] | [
"mesh boolean node breaks material assignments.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nOpen below file. Left cube has no manually added shaders in the properties panel, middle cube does. The first 2 cubes are incorrect, the third cube is what should have happened.\n\n[boolean breaks material assignments.blend](boolean_breaks_material_assignments.blend)\n\nError 1:\n\nleft cube's cutter object materials are not transferred to the resulting object.\n\nError 2:\nMiddle cube is assigned material 'c' (blue) to face 3 rather than the specified material 'b' (green), and the rest of the cut out is given material 'b' (green) even though material 'a' was specified for the rest of the small cutter cube.\n\n\n\n"
] |
copy paste collections from one scene to another doesnt work.
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
Broken: version: 2.82 (sub 6)
Worked: (optional)
copy paste collections from one scene to another doesnt work.
select a couple of collections in the outliner, right click and choose copy, now go to another existing scene (in the same blend file), right click the outliner area and choose paste. The info bar at the bottom indicates that the items have been pasted, but there's no new collections or objects in either the outliner or the viewport.
see image, info bar advises everything has been pasted into the scene, but nothing appears in the outliner or viewport:

| [
"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",
"No projection onto empty object types\n(This is was coming from a discussion with @ideasman42 )\n\nThere are Tools and Operators that will take empties into account, even though this is very counter-intuitive in most workflows.\nOne example of this is the 3D Cursor being projected onto image empties. In the workflow of creating characters and props it's common to import images as references, especially turntable drawings.\nIn Blender 2.8 These these need to be imported as empties and set up to be visible in the background from different angles.\n\n\nIt is very anoying to try to place the 3D Cursor to add new objects and have it projected onto one of the empties. The empties are reference. They should not be taken into account for the tools (Except for snapping to an empty origin).\n\nAnother example is when drawing a curve and using the surface depth method for drawing. This way it will draw the curve onto surfaces instead of around the 3D Cursor.\nIf there's an empty in the way, it will take the wires & surfaces of the empty also into account, which really has no use.\n\nThis needs to be further discussed if this functionality should be completely changed or made optional if there are any workflows that benefit from this.",
"Scene pre/post handlers are called for each main loop iteration\nTitle says it pretty much everything. just execute this in py console:\n\n```\ndef cb(sce): print(\"foo\")\n\nbpy.app.handlers.scene_update_post.append(cb)\n```\n\n…and you'll get endless 'foo' lines in your console, even when Blender is hidden and all.\n\nIssue is, main loop calls (through `wm_event_do_notifiers()`) `BKE_scene_update_tagged()`, which unconditionally fires those pre/post scene update handlers.\n\nNot quite sure what's to be done here really, not familiar at all with this area of the code.",
"Speed of update geometry in viewport down when nodes/modifiers have boolean with empty collection\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nI'm trying to create an addon similar in functionality to mop-boolean modo, where there is a ready-made modifier tree and you only need to transfer objects to the desired collection.\nIf there is an empty collection in nodes/modifiers, the whole process starts to slow down(until u add objects to collections)\n\n1- open file\n2- try move Cube.006 in [D1](D1) collection\n3- delete Cube.013 , Cube.014 , Cube.015 from U2 , [D2](D2) , U3 collections\n4- try move Cube.006 again\n\nif I do this I see how speed dropped by 2 or more times\n\n[Slow_Boolean.blend](Slow_Boolean.blend)\n\n\n\n\n",
"Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)",
"Alpha textures do not work with holdout collection in Eevee\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\nWorked: None\n\nWhen setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.\n\nThe collection set to holdout.\n\n\nThe expected behaviour using a material with alpha blend to hold out the object.\n\n - Create an object using an alpha texture (blend mode doesn't seem to matter) in Eevee\n - Set the collection containing it to holdout\n\n\n[HoldoutAlpha.blend](HoldoutAlpha.blend)\n",
"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\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.*",
"Source Collection visbility will affect the final render of the links object(geo nodes) in eevee/cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen collection is used in GN tree and it is disabled for final render (camera icon in outliner). Then the new object is not visible in final render\nWhich is not the case when object is used instead of collection in GN tree\n\n1. create a simple object\n2. move it to a new collection\n3. turn off the collection's visibility\n4. new object with geo mod, use the collection as output\n5. render, the new object didn't show in the final render(but viewport)\n\nor \n- Open test file\n- Do final render i.e. F12 (object is not visible in final render)\n- Now connect `object info` node to group output and render (object is visible)\nTest File\n[#97535.blend](T97535.blend)\n[2022-04-22 12-55-10.mp4](2022-04-22_12-55-10.mp4)",
"Material slots menu: copy material and copy to selected work different\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nCopy and paste material actually work as copy of all data from one material to another.\nCopy to selected do not work as copy, it acts like material linking/referencing\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to material preview\n- In material properties tab open `material specials` popup\n- Click Copy materials to Selected\n[#85419.blend](T85419.blend)\n[2021-02-06_07-55-48.mp4](2021-02-06_07-55-48.mp4)",
"Properties don't update focus when copy/paste an object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1, 3.1.2\nWorked: I don't know\n\nIf you **Copy/Paste** object with **Ctrl+C**, **Ctrl+V** the Property window will still have focus on the old object (although a new one is selected).\nIn this case, the **Duplicate** operation works correctly, the focus is on the new object (the one that is selected).\nReproduce on **Scene objects** and on **Nodes** in node editor. I think there are many more places.\n\n[filename700.mp4](filename700.mp4)\n[filename704.mp4](filename704.mp4)\n\nIn node editor\n1) Select any node.\n2) Copy and paste node with Ctrl+C/Ctrl+V.\n3) Change any properties, you can see that you are changing the previous object, although a new one is selected.\n\n",
"Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n",
"Make Local feature is undocumented\nBroken: version: 2.83.0\nWorked: Never\n\n**Description of error**\nMake Local feature is undocumented\n\nRight click on collection -> \"ID Data\" -> \"Make Local\" <---- no action (not intuitively obvious what the action would be)\n\n",
"Outliner: Linking object hierachies to a collection is buggy\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.2 Release Candidate\nWorked: Unknown\nLinking objects with parent child relationship has inconsistent display behaviour in outliner\n\nThis bugreport is about linking an object in the outliner to an additional collection. \n\nA linked object can have children. Normally they are displayed in a greyed out state until they are also linked to the same collection as the parent. But there is a bug or at least an inconsistent behaviour if these childs are displayed in a greyed out state or not at all.\n\n\nThe following script adds 3 cubes ,creates a collection and links the cubes to it. \nI deleted everything from the Scene Collection and did run the script. \n\nThis will work: \n\nBut just one more child-level in the tree and it starts to behave inconsistent as can be seen in the outliner shown in the screenshot of some reruns of the same script on a totally empty scene. \n\n\n\n\n\n\n\n\n\n```\n\nimport bpy\n\n# create some cubes\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\ncube0= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(5,0,0))\ncube1= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube2= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube3= bpy.context.active_object\n\n#create a new coll\ncollection = bpy.data.collections.new(\"Test\")\nbpy.context.scene.collection.children.link(collection)\n\n# establish parent child relationships\n\ncube1.parent = cube0\ncube2.parent = cube1\ncube3.parent = cube2\n\n# link root cube to new coll\ncollection.objects.link(cube0)\n\n\n```\n\n\n",
"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",
"EEVEE doesn't take collection visibility in account with collection instances\nOperating system: Arch Linux and Windows 10\nGraphics card: Intel UHD 620 and NVIDIA GTX 1060 Super\n\nBroken: `3.1 Alpha 43b0ff3054ba`; `3.0 Beta fb0ea94c6303`; `LTS 2.83.19`\nWorked: \n\nWhen baking (cubemaps or irradiance) with visibility collection set, it will ignore collection instances.\n\nTo explain, I've prepared the following screenshot, hopefully it will explain the situation well.\n\n\n\nAs you can see, the cubemap has visibility collection set to *Collection*, where a *Plane, Cube and an instance of Real* are present, however in the cubemap only the *Plane and Cube* are visible, while the instance is left out.\n\nAs a reference, this is how it should've looked like (this was after instances were made real):\n\n\n\n1. Open the appended file\n2. In render settings, under indirect lighting: *Delete Lighting Cache* and *Bake Cubemap Only*\n3. Switch to Renderered view\n4. Observe the missing floating instance of Real\n[eevee_visibility.blend](eevee_visibility.blend)"
] | [
"Copy/pasting objects used in modifiers (or objects in collections used in modifiers) are not linked to the scene\nOperating system:\nWindows 10\n\nBroken: (2.93.0 Alpha )\n\n\n[Fia8V0O17w.mp4](Fia8V0O17w.mp4)\n\nIn the video Im not selecting the cut collection, however doing so wont make any apparent difference.\n\n\n🙄\n\n**Download to the file in the demo video**\n[Boolean with procedural edge.blend](Boolean_with_procedural_edge.blend) (sorry about the unnecessary complexity of the scene)"
] |
Some ui objects are reflected in material preview mode
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009
Broken: version: 2.91.2
Reflective metalic objects in eevee's material previw mode are reflecting shading ui spheres with screen space reflections
Make a cube. Make it's basic principled bsdf 1 metalic 0 reflection. Place a plane under a cube. Turn on screen space reflection. Switch to shading workspace. Find a position where ui elements are reflected
An image of a bug  and a .blend file
[ReflectingBug.blend](ReflectingBug.blend)
with camera positioned to see ui elements reflecting
| [
"Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(",
"Unexplained reflection logic (artifacts) on water shader with bump mapping\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 512.59\n\nBroken: version: 3.2.0\nWorked: Probably never\n\nUnexplained reflection logic (artifacts) on water shader with bump mapping.\n\n* Open the sample project in attachment.\n* Test the rendering in Cycles in the viewport.\n* Test the different shaders (Shading tab) with the tests cases in the object “Water_Large” in the “Water” collection.\n* Try to vary the height of the camera from 0 meter to many meters to see how it affects the artifacts.\n* You can also enable the “Test - Torus” collection for extra testing.\n\nThe object “Water_Large_SimpleReflection” shows the result without any bump mapping. The reflection is accurate. The object “Water_Large” shows the result with bump mapping applied. Naturally, the reflection is distorted because of the angle of the waves created on the reflection. That is normal, but the reflection of a portion of the rectangles is offset with wrong placement.\n\n**The problem:**\nFor a reason that I really cannot explain, the rectangles of 45 degrees are reflected vertically on the water surface from a precise horizontal position. Without expecting perfection, the reflection should have been displayed with an average of 45 degrees on the water. It is like a threshold where the reflection logic changes See the screenshot and check where the red arrow is for an indication.\n\n* On the screenshot “Camera 1 - 2 meters high”, we can see the reflection making a steep angle at a precise horizontal position on the water.\n* On the screenshot “Camera 2 - 20 meters high”, we can see the problem not being as present as on camera 1. There are still some artifacts.\n\n**Observations:**\n* The problem tends to disappear as we increase the camera distance from the water surface.\n* Furthermore, the problem is less apparent when the noise scale of the texture node used to create the height factor of the bump mapping is lower. You can play with the parameters of the “Water\" shader.\n* The objects closer to the camera are lower in the image height and also show are a more natural reflection (the rectangle at the right for example).\n\nAs you can see on the screenshots, a part of the far objects is being reflected correctly on the water surface, but the majority of the color is not aligned with the angle of the object. Strangely, the objects are being reflected at 45 degrees from the far horizon line and suddenly, from a virtual horizontal line, they start reflecting vertically as if the objects were totally vertical. And that happens at a precise vertical height on the water surface. This is exactly where the problem happens.\n\nFor years, I have never seen any issues with reflections. If you have a scene with a city skyline in the horizon, you are less likely to see that kind of artifacts. In the present case, we have the equivalent of skyscrapers, but at 45 degrees.\n\nI also tried with Blender version 2.93 and the problem is the same.\n\nBefore reporting this bug, I looked at the scene setup. To validate the nature of the problem, I decided to take into account the following factors. \n* The bump height and the distance are relatively low. Nothing exaggerated here to mess up the results.\n* The height of the camera is at 2 meters from the water surface, which is about the height of a human. Nothing exaggerated once again.\n\nI was not sure if that was a bug in Cycles or a limitation. I relied on the definition that has been given to me, “if it works as expected”, and clearly it is not working as expected. Therefore, I decided to report it.\n\n[ReflectionBug.blend](ReflectionBug.blend)\n\n\n\n\n\n",
"viewport shading > color > texture, textures not affected by transformation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n\nViewport solid mode color option \"Texture\" does not take mapping nodes into account.\n\n---------\n\nOriginal description:\n\nwhen switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview \n\n?\n\n",
"Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n",
"No preview icon in the material list\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.1\nWorked: (unknown)\n\nI noticed that for this material in the list it is not previewed, but in the \"Preview\" panel the preview is correct.\nThis is a simple setup of mixing 2 shaders using the \"Alpha\" attribute as a factor.\nThis situation makes it difficult to work when only using the drop-down list of materials in various situations..\n\nThx.\n\n",
"Eevee motion blur causes ghosting on image sequences when steps are greater than one\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nAlso tested on Windows-10-10.0.19041\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\n\nThe next frame of an image sequence/video texture is added onto the current one when the step count in Eevee's motion blur is any value greater than one.\n\n\n\nDemo file: [blur.blend](blur.blend)\nVideo used: [demo.mov.zip](demo.mov.zip)\n\n1. Create a material that references a video or image sequence in any form\n2. Turn on motion blur and set step count to any value greater than one\n3. Render",
"File thumbnails don't always show rendered result\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\nBlender doesn't save previews that look as the eevee (or cycles) render when using a camera.\n\nUse a file with a camera, save while rendered mode is on, and it will look like workbench mode.\nDelete the camera, it will save as the mode is displayed and will do as rendered if that's what you have.",
"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",
"World Light Extraction\nEevee world probe is not suited for very high frequency details and even less for sunlight. For this we want to introduce a threshold. All light under the threshold would be pushed to the world diffuse/reflection probe. All light above the threshold would be moved to an importance sample map and used to position a (virtual) sun light that represent the missing energy from the probe.\n\nWe can position the sun in 2 ways: randomly per sample using the importance map, or fixed using a Spherical harmonic decomposition.\nThe first one offers more precise lighting (can work with multiple light source) when the second one offers more stable lighting (good for a sun).\n\nThe good thing is that this virtual sunlight can be shadowed! Thus making most of the light coming from the environment shadowed.\n\nThis should fix this sort discrepancy between cycles and eevee:\n\n\nEstimate : 2 weeks",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\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)",
"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.",
"\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n"
] | [
"HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)"
] |
Blender Crashes with F8 + Cycles
Windows 10
Broken: 2.79
Blender Crashes if you press F8 and Cycles rendering is active in the viewport
Open Blender
Select Cycles
Select the "Rendered" to the Viewport Mode
Press F8
See it Crashing
| [
"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",
"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 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)",
"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 ",
"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\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\n\n[untitled.blend](untitled.blend)\n",
"Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"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",
"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",
"Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)",
"Blender 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 \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"Render 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\n\n\n\nSee blender 3.2.2 on Cycle-x picture\n\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)",
"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",
"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. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n"
] | [
"Cycles Rendered Viewport + Reload Scripts = Crash\nLinux x64, Window 7 x64\nMultiple Machines, Various Hardware\n\nBroken: 2.79 Release, 2.79 6798a06 (Sun Sep 17 02:55:54 2017)\nWorked: 2.78c Release\n\nIf a viewport is set to rendered mode with cycles and the reload scripts operator is called, a crash occurs.\n\nLinux Console shows:\n`Segmentation Fault`\n\nWindows console shows:\n`Error: EXCEPTION_ACCESS_VIOLATION`\n\nSet viewport mode to \"Rendered\" with cycles. Press F8.\n"
] |
Volumetric lights collection instance penetrating object
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
Broken: version: 2.80 (sub 64)
Worked: (optional)
Volumetric lights collection instance penetrating object, but the source lights collection is not this problem.

[volumeLighting.blend](volumeLighting.blend) | [
"Cycles volumetrics mesh intersections visible when volume's shape does not match its mesh\nOperating system: tested on Windows 10 ; Linux Mint 20.2\nGraphics card: tested on GTX 1070 ; RTX 3090\n\nBroken : tested on 2.80 to 2.93 (official) and 3.0\nWorked : None\n\n**Description of error**\nCycles volumetrics mesh intersections are visible when the volume shape (density) is modified by nodes.\n\nIntersection example :\n \n\nOther example with .blend :\n\n[volumetric_bug.blend](volumetric_bug.blend)",
"Light of 'Area' type lamp presents artifacts when placed at great distances\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: versions: 3.1 to 4.0a \n\nArtefact's appearing with bigger Arean Light distances and spread angle 0.1 to 20~ \n(Like for space scenes with bigger distance Area lights for better sun effects...)\n\nJust open one of the files or follow the image below to set up the light.\n\n",
"Alpha textures do not work with holdout collection in Eevee\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\nWorked: None\n\nWhen setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.\n\nThe collection set to holdout.\n\n\nThe expected behaviour using a material with alpha blend to hold out the object.\n\n - Create an object using an alpha texture (blend mode doesn't seem to matter) in Eevee\n - Set the collection containing it to holdout\n\n\n[HoldoutAlpha.blend](HoldoutAlpha.blend)\n",
"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\n\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)",
"Incorrect interaction glass with visibility of other objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n\n\nTest file:\n[#91424.blend](T91424.blend)\n",
"Hair particles won't follow instaced position under 2 level nested collections.\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.3\n\nHappens when you have an object with hair as instanced collection (A) inside another collection (B). Then, when you instance (B) the hair particle from (A) will not follow the relative position correctly.\n\n\n- Open .blend file\n- Select \"Cube\"\n- Object -> Quick Effects -> Quick Fur\n- {key Shift A} -> Collection Instance -> Collection\n- Move the instanced collection little away\n- {key M} -> New Collection -> Ok\n- {key Shift A} -> Collection Instance -> Collection 2\n- Move the instanced Collection 2 little away\n- You will notice the hair particle with a wrong position in relation to the original emitter Cube.\n\n1 min video here:\n[bugOrFeature.mp4](bugOrFeature.mp4)\n\nblend 2.93 here:\n[#91008.blend](T91008.blend)\n\n---\n\nNote that the concept works under 2.7 using Instaced Groups:\n\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\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\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",
"Line Art doesn't exclude object's instanced by geo node\nOperating system: Linux-6.0.6-76060006-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.3.1\nBroken: version: 3.5.0 Alpha\n\nCollection Line Art includes instances that are distribute my geometry nodes, even if that object is not within the Line Art target collection.\n\n\n[Line_art_Geo_Nodes_instance_bug.blend](Line_art_Geo_Nodes_instance_bug.blend)\n**Exact steps for others to reproduce with example file**\n1. Open Attached File \n2. Observe Line Art is on objects outside target collection\n\n**Exact steps for others to reproduce the error from Startup**\n1. Distribute Objects from a collection with Geo-Nodes\n2. Create a second collection with a Line Art Target Object only\n3. Add Collection Line Art and target collection from step 2\n4. Line Art will be drawn on Geo-Nodes instanced objects\n\n\n\n",
"Shadow catcher punching holes through objects below it\nOperating system: **Windows 10 Home (Unregistered)**\nGraphics card: AMD **Radeon RX Vega 11 (Integrated. CPU: 2400G)**\n\nBroken: **2.91.2**\nWorked: **None**\n\nThe shadow catcher punches holes through any objects that are below it. I think this is intentional but I don't see any option to toggle it. I remember it working before, could be a hardware issue since I was using a different machine at that time (2nd Gen i3)\n\n\nAdd a shadow catcher and a plane below it to the default scene. Choose Cycles Render and enter rendered view.\n[SCBug.blend](SCBug.blend)",
"VBD inside Volume-Scatter Object produces blurry/blocky Artifacts\nOperating system: Windows 10\nGraphics card: 2070 Super\n\nBroken: 3.0 and latest (blender-3.1.0-alpha+master.d2bf60cc17a9-windows.amd64-release)\n\n\nAs described in the title when i put a (smoke) VBD (downloaded from embergen) inside a Volume-Scatter Object (cube/ room) I get some blurry/blocky artifacts where the smoke-vdb is. \n\nWith Volume Scatter Object (looks wrong):\n\n\nWithout Voume Scatter Object (looks fine):\n\n\nAlso everthing behind the smoke is barely visible (distorted and blurry) anymore if the volumscatter object is present.\n\nIf i put the volume scatter object right infront of the smoke vdb (so that its not inside) it renders well.\n\nI tried to play with the transperency settings/samples und the volume sampling bot nothing solved the issue.\n\n\n[testfile.blend](testfile.blend)\n[embergen_building_implosion_a_26.vdb](embergen_building_implosion_a_26.vdb)\n\nJust turn on and off the volume scatter object to compare the results",
"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",
"Light show wireframe on alembic animation, and light pass throught some places of the mesh\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 516.94\n\nBroken: version: 3.3.1\n\nCYCLES - I imported a alembic animation of a missile, when i try to add a point light on it, it show the wireframe. Also an other issue is if i add the light in the back of my missile, light pass throught my mesh at somes places. Very strange. Maybe a bug with .abc ?\n\nI attached a blend file, very simple scene. Just imported a .abc animation and parent a light to it .\n\n",
"OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.",
"Cycles shadow catcher improvements\n- [x] Indirect light support\n- [x] Option to include/exclude lights\n- [x] Dedicated shadow catcher pass\n- [ ] Dedicated compositor node for easier setup\n- [ ] Separate shadow and reflection passes\n- [ ] Shadow catcher behind sharp reflection and refraction?\n- [ ] Optimization to share more shader evaluation and sampling until path diverges?\n\n[devtalk thread ](691) with user feedback\n",
"Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n\n"
] | [
"Missing volumetric shadows for instanced collections\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 48)\n\n\nVolumetric shadows are missing if the objects that are supposed to project a shadow are in a collection and that collection is instanced. Volumetric shadows aren't missing for the original collection.\n\n1. Setup a collection with a volumetric shadow;\n2. Instantiate the collection;\n3. Hide the original collection;\n\n[no_volumetric_shadows_w_instanced_colls.blend](no_volumetric_shadows_w_instanced_colls.blend)\n\n"
] |
Missing volumetric shadows for instanced collections
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81
Broken: version: 2.80 (sub 48)
Volumetric shadows are missing if the objects that are supposed to project a shadow are in a collection and that collection is instanced. Volumetric shadows aren't missing for the original collection.
1. Setup a collection with a volumetric shadow;
2. Instantiate the collection;
3. Hide the original collection;
[no_volumetric_shadows_w_instanced_colls.blend](no_volumetric_shadows_w_instanced_colls.blend)
| [
"Exported Alembic of Linked Collections: Instances Jumping Around\nOperating system: Win 10\nGraphics card: RTX3080\n\n2.91\n\n\nI have a scene made of collection instances linked from another file.\nWhen I export to Alembic and import in another app or back into 2.91, I end up with one instance of\neach collection interpolating between the locations of all the instances in the original file.\n\nIts like there is one copy of the collection and it is seeing the transform of each instance as a keyframe and\njumping to every position during playback.\n\nMaybe important: I created multiple instances by duplicating (SHIFT - d) the first linked instance rather \nthan adding more through the Add Object menu.\n\nOpen a new scene\nImport attached file\nScrub timeline\n\nThe jumping objects are by the buildings halfway up the mountain.\n\nThe original blend is too big to upload but can be shared if you need it.\n\n[TEST_assembly.abc](TEST_assembly.abc)",
"Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n\n\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\n",
"Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n",
"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",
"EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n\n[contact shadows problem.blend](contact_shadows_problem.blend)",
"After duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\n\nBroken: `master` branch\nWorked: Don't know if it ever worked\n\nAfter duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\n\n**Steps to Reproduce**\n\nIn a new blender project, add a new collection. Add a cube to the collection. Add a rigidbody to the cube. Verify that playing the simulation causes the object to fall under gravity.\n\nCopy and paste the cube to create a new cube inside the collection. Move the new cube so both are visible. Verify that playing the simulation causes both cubes to fall under gravity.\n\nIn the outliner right-click on the collection and select \"Duplicate Collection\". Move the two new cubes so all four cubes are visible. Run the simulation.\n- The two cubes in the original collection will fall under gravity.\n- The two cubes in the duplicate collection do not move and are not affected by the simulation.\n\n \n\nIt appears the two cubes in the duplicated collection are not added to the RigidBodyWorld collection.\n\n",
"Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n",
"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",
"Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\n\n",
"Cycles not really excluding lights from volume MIS calculation\nOperating system: Windows-10-10.0.18362-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 6)\nWorked: (optional)\n\nI noticed that cycles, when using volume lights, if we exclude lights from the volume contribution it still affects the sampling of the visible volume lights.[Volumeissue.blend](Volumeissue.blend)\n\nIve included the blend file and also described the issue visually in this thread:\n10982\n\nTo check the issue just turn on and off the Volume Scatter ray visibility and compare the result by hiding the lights instead.\n\nI think this is a serious performance issue in scenes with multiple lights, with some lights contributing to volume while others not, which forces the user to unnecessarily throw a lot of volume samples to get rid of the noise.\n\n\n",
"Report statistics for all on-screen geometry\nThis task proposes to ignore instancing when reporting statistics.\n\nCurrently statistics ignores instanced duplicates.\n\nI'm not sure if this is desirable behavior, because for many use cases\nthe final poly-count is significant:\n\n- Rendering\n- Polygon budgets for 3rd party engines.\n- General performance, since instances add overhead.\n\nThe down-side is that there _are_ cases where you might not need to\nbe aware of the extra geometry created by instancing - for file-size,\nor in cases the instances end up not being duplicated in memory.\n\n----\n\nPosting this since there is a patch to show geometry for selection\nthat doesn't make much sense with the current behavior - see: [D5762: Show the number of verts & faces for selected objects in object mode](D5762)\n",
"Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.",
"Decide how to handle collection instancing or linked data\nCurrently, dropping collections always creates a collection instance. This should be optional somehow, there are valid usages for both cases. Should it just be an option of the drop operator? So users could change it after dropping. (May be annoying when dropping heavy collections from external libraries, which can take a moment.)\n\nSimilarly, some users seem to expect that object data is linked by default. This is already an option of the drop operator (disabled by default). However it seems like they actually expect that data is a new \"instance\", rather than a full copy. This could mean either de-duplicating already existing data (so that dropping the same material asset onto 10 objects doesn't create 10 local materials), or linking data rather than appending.",
"Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n",
"Hair particles won't follow instaced position under 2 level nested collections.\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.3\n\nHappens when you have an object with hair as instanced collection (A) inside another collection (B). Then, when you instance (B) the hair particle from (A) will not follow the relative position correctly.\n\n\n- Open .blend file\n- Select \"Cube\"\n- Object -> Quick Effects -> Quick Fur\n- {key Shift A} -> Collection Instance -> Collection\n- Move the instanced collection little away\n- {key M} -> New Collection -> Ok\n- {key Shift A} -> Collection Instance -> Collection 2\n- Move the instanced Collection 2 little away\n- You will notice the hair particle with a wrong position in relation to the original emitter Cube.\n\n1 min video here:\n[bugOrFeature.mp4](bugOrFeature.mp4)\n\nblend 2.93 here:\n[#91008.blend](T91008.blend)\n\n---\n\nNote that the concept works under 2.7 using Instaced Groups:\n\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n"
] | [
"Volumetric lights collection instance penetrating object\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 64)\nWorked: (optional)\n\n\nVolumetric lights collection instance penetrating object, but the source lights collection is not this problem.\n\n\n\n[volumeLighting.blend](volumeLighting.blend)"
] |
the material edition is broken
I am testing the latest build of Blender and it does not allow modifying any properties of the materials and Blender is set by default{[F9581313](Screenshot_from_2021-01-16_01-56-50.png)}
Operating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits
Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01
Broken: version: 2.93.0 Alpha
| [
"Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n",
"crash when alt+LMB to change custom properties of different bones\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.25\n\nBroken: version: 3.0.0 Alpha\nBroken version: 2.92\n\nWorked: 2.83.17 (`fb67495c7f`)\n\nI have two bones A and B, A has a custom property name 'a', B has none, in pose mode, select B and shift select A, press alt+LMB click and slide to change the custom property 'a', crash happens every time. If B has a custom property but with a different name, crash happens as well\n\nI know this operation doesn't make sense, you can't change a property that doesn't exist on some of the selected objects, but sometimes irrelevant bones are selected unintentionally, and crashes are annoying, if properties don't exist just do nothing\n\n- Open .blend file\n- Select Bone `A` and add a custom property\n- Select bone B then {key Shift LMB} to select bone A\n- Edit custom property value with {key Alt LMB drag}\n[#90732.blend](T90732.blend)",
"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",
"Material reusability and fields\n# Problem\n\nCurrently materials are hard to share between multiple use cases. Any high level input that connects the material to outside information cannot be controlled from outside the material. For example, images and attribute names cannot be changed without changing the material.\n\nAny node input that can't vary per shader evaluation also currently isn't editable without changing the node directly. For example, the sky texture inputs can't be changed without changing the material directly.\n\nSo far, the answer to this lack of reusability has been simply duplicating the material. A combination of helper node groups, high level builtin nodes like various texture nodes and principled shaders have helped to make this work better. However, with material assets and increased use of attributes as shader inputs, this lack of re-usability is becoming a larger problem.\n\nPushing users away from reusing shaders causes performance problems too, particularly with shader compilation. Games spend a lot of effort reusing shaders with different inputs for this reason.\n\n# Solution\n\n## High Level Interface\n\n\n\nCurrently the property editor attempts to provide a high-level interface for editing a node tree. This exposes the value of **every single node value** to the user in a complex tree layout. That's flexible, yes, but most users don't want to edit every single value of the node tree, they want simple control of high-level input parameters.\n\n\n\nWe even present absurd menus like this to try to make editing nodes from the property editor viable.\n\n\n\nInstead, the material properties should follow the lead of geometry nodes and give a single high-level overview of explicitly configured node inputs. This has a few ramifications:\n\n- **Property editor node editing is removed**: Code is simplified, maintenance reduced, we don't have to try to make editing a graph in a vertical interface work well.\n- **Materials get group input nodes**: Since only explicitly \"exposed\" inputs are presented to the property editor high-level interface, materials become more like node groups-- they have explicit input nodes. For existing materials, these could be added by versioning for all sockets.\n- **High level material control is much more intuitive**: Since material authors can create large material node graphs but more easily choose what complexity they expose to users, using materials can be more powerful and simple.\n- **Material inputs are stored per-material, per geometry**: Similar to geometry nodes, these inputs are stored together for each material. Not storing them on the material is essential to allow reuse.\n\n## Fields\n\n\n\nExposing properties as node sockets provides the flexibility to create a high-level interface. But since node evaluations are expected to happen for every shader evaluation, it also doesn't quite work. Shaders aren't able to use a different attribute or image texture depending on some other input. Those things are expected to be constant.\n\nCurrently this isn't an issue because:\n1. Almost constant node inputs are just node properties, they aren't sockets.\n - This breaks reusability, since many of these like image textures are important inputs\n2. Other constant node inputs are strings, and there are no nodes to affect strings in shader nodes\n - This removes the ability to affect strings with nodes like switch nodes or string conversion nodes\n\nThe **fields** ([manual](fields.html)) concept from geometry nodes is a solution to this problem. Every node input can be a socket. If the input can't change per-shader evaluation, it will only accept single values. If it can vary, the link will be dashed, and that is clear visually.\n\nWithout the visual distinction, it would be too confusing to figure out which inputs can vary and which can't, and that status wouldn't propagate, which is an essential part of making the system usable.\n\n## Socket Types\n\nString, and image sockets should be exposed in shader nodes. This follows from previous points. \n\nIn the future, object and collection sockets could be exposed to shader nodes as well. There's no reason a geometry-nodes-object-info-like node couldn't work in shader nodes at that point. But that should probably be investigated as a next step. ",
"internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)",
"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?",
"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.",
"4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n",
"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",
"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",
"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)",
"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",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n",
"Error message and unable to edit a skeleton when using a library override armature\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: No idea.\n\nBlender generates an error when you attempt to enter edit mode on a library overriden armature. There's no description of what the error is or if there is some extra step to make it work. Hopefully this isn't one of those, \"works as intended issues,\" because then there's no way to make multiple characters share an updateable base rig.\n\n\n- Add an armature, enter edit mode, extrude out a few bones.\n- Save the file and open a new scene.\n- Link in the armature you just created.\n- Make the armature a library override.\n- Try to enter edit mode. Should get an error.\n\n"
] | [
"Blender considers all materials to be overridden\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.91\n\nAll material node properties are greyed out and can't be edited, because Blender wrongly thinks that all materials are overridden, showing this error:\n\n{[F9580909](Screenshot_2021-01-15_at_21.38.16.png), size=full}\n\n - New General Blender file\n - With the default cube selected, go to the Material Properties\n # Try and change the color\n\nYou can't.\n\nSame issue is true for light nodes and world nodes."
] |
Not finding the joystick.
Ubuntu 12.04, Geforce GTX 650
Broken: (2.76 rc1)
Worked: (2.70a)
Not finding the joystick (XBOX-360)
Connected joystick, but
```
print(bge.logic.joysticks)
[None, None, None, None, None, None, None, None]
``` | [
"VR input integration and mapping\nThe following lists a number of higher level related questions that have to be figured out.\n\n**How to implement support for operators, tools and gizmos for VR interaction?**\nCurrently, operators, tools and gizmos assume a 2D based interaction. Adding a third dimension is not trivial and we need to think about how to do this best. Possible solutions:\n* Add an `invoke_3d()` and/or `modal_3d()` callback to operators. Downside is that C-defined operators need this callback to be implemented in C too, it can’t just be implemented in Python.\n* Add wrapper operators (possibly in Python) which only call the wrapped operators to apply the operation. May not work well with modal operators and Python wrappers are limited by the Python API capabilities.\n\n**How will picking with controllers work?**\nWhen users point into the VR-space with a controller, we need to figure out what it is pointed at.\nNote: We can probably fake some picking feedback while no operations are invoked, i.e. we can draw a little dot on surfaces the controller points at with help of the depth buffer of the current frame.\n\n**How should the abstract VR actions (like “Teleport”) be implemented in our event system?**\nThere’s a good chance we’ll offload VR rendering onto a separate thread with its own main-loop. Should we query and handle actions there, separate from the usual event system?\nAlso, some information we’d want to update for every frame, e.g. the controller position and rotation. So this is not event driven like the rest of Blender. How can this information be dispatched to modal operators (e.g. so that the transform tool keeps updating the object position as the controller moves).\n\n**How to implement 2D elements for 3D?**\nFor VR GUIs, we’d want to display quite a few 2D elements in the VR space. For example pie menus, popups and all kinds of regular widgets (checkboxes, number buttons, etc.). Of course, they’d have to be interactive, too.\nIt may also be useful to allow displaying any editor of Blender as floating plane in the 3D environment and allowing interaction with controllers.\nNote that this should never be the prominanting way to interact with the Blender UI in VR. It’s just something that can be implemented without too much trouble while being useful to workaround limitations of the VR UI, without having to take off the HMD. The exception, not the rule.",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"When turning VR mode on, the controllers show, even when there are no controllers in the system\n**System**\n* ConceptD 7 (laptop with holographic display using OpenXR backend on Windows)\n\nBroken: version: 4.0.0 Alpha\nWorked: - (technically in old Blenders before we had XR input support)\n\nWhen turning VR mode on, the controllers show, even when there are no controllers in the system.\n\n\nI don't know if the issue is unique to this system, but this is a laptop that uses OpenXR backend to handle head tracking and has an holographic display but no \"VR controllers\".\n\n* Turn on VR\n* You will see a big gizmo in the screen (black circle, with a XYZ gizmo on top of it).\n\nThe gizmo is following Blender's camera (making the experience unusable).\n\n**Workaround**\n\nI can work around that by disabling the visualization of VR controllers. However if the system has no controllers, they shouldn't be drawn in the first place:\n\n",
"3D View - removing Hotkeys for Toolbar/Sidebar throws empty keymap 3D View Generic error\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\n3D View - removing Hotkeys for Toolbar/Sidebar in the View menu throws empty keymap 3D View Generic error in the console.\n\n\nOpen Blender. In the View menu of the 3D View remove the hotkeys for Toolbar and Sidebar. Open the Console ...\n\n\n\n",
"Space Mouse not working properly\nOperating system: Mac OS Ventura 13.3.1 (a)\nGraphics card: Apple M1 Max\n\nBroken: 3.5.0\nWorked: 3.0.0\n\nNo buttons of the Spacemouse work anymore.\nEverything worked with Blender 3.0.0 and 3D Connexion Driver 10.7.0.\n\n1. Install latest 3D Connexion Driver 10.8.0.\n2. Set up some buttons in 3DxWare 10 like:\n a. \"Button 1\" = Keystroke \"Tab\".\n b. \"Button 2\" = Keystroke \"1\".\n c. \"Button 3\" = Keystroke \"2\".\n3. Start Blender.\n4. Try to switch between Edit and Object mode with \"Button 1\":\n a. No Function.\n5. Try to switch between select Modes with \"Buttons 2-3\":\n a. No Function.\n6. Try to select more Objects with holding \"shift\" on Space Mouse:\n a. No Function.\n\nI miss the combination so hard, it's impossible to work without my space mouse, I'm used to it for a decade. :(\nThe Space Mouse works fine in all other Programms, its an Blender Issue exclusively.\n\nAdditional Infos:\nSometimes restarting Blender multiple Times, re-installing it, fixes temporary the function of the basic Keys \"shift, cmd, etc\". The other buttons never work. They worked always in the past and still work in all other programs where I use the mouse. ",
"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\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).",
"ALT + H\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\n\nALT + H not working. I verified languages installed on my computer and also engaged an informatician to verify if theres no conflicts with shortcuts with another program or so. Also i am not sure if its me, but i cant change the keymapping. in preferrences\n\njust ALT + H not working. I doubt if there is other shortcuts with Alt+ that are not working... Please forgive my english i am french as first language and i live in canada. So the language installed is Canada(fr)\n\n",
"Cursor frozen when switching to walk/fly navigation while moving the mouse\nOperating system: Windows 10\n\nBroken: 2.82 (sub 3)\n\nSwitching to walk/fly navigation through the shortcut while moving the mouse, causes the cursor to become stuck. The cursor remains stuck until the mouse isn't moved anymore for a short moment.\n\n\n - Move the mouse around in 3D view.\n - While moving the mouse press the shortcut to enable walk/fly navigation.\n - Continue to move the mouse and observe the cursor not following the mouse movement.\n - Stop moving the mouse.\n - Move the mouse again and the cursor should follow as expected.\n",
"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",
"render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n",
"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",
"Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)",
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"Shader warnings with --debug-gpu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon PRO W6800 ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context FireGL 21.Q4 30.0.14002.136\n\nBroken: version: 3.0.0 Beta\n\nWhen launching Blender and the --debug-gpu option on the follow warnings are displayed\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_412 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_399 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_437 GeomShader:\n```\n |\n```\n 5 | #endif\n```\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n```\n\n\n1. Launch blender using blender --debug-gpu\n2. Warnings are displayed to the console.",
"Info window reports non existent python commands for Cycles data\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nInfo window reports non existent python commands, for example when enabling material cryptomatte by clicking on it in the UI this is reported in the info window:\n\nbpy.context.scene.use_pass_crypto_material = True\n\nShould be this:\n\nbpy.context.view_layer.cycles.use_pass_crypto_material = True\n\n\n\ntooltip shows this (which is useless at the best of times thanks to it being shortened):\n\n\n\n\nsuggested code results in :\n\nAttributeError: 'Scene' object has no attribute 'use_pass_crypto_object'\n\n\nHow can we ensure the correct information is being shown in the info? Perhaps also a good idea to stop shortening the pyrhon commands in the tooltip. Shift f1 would also be good to use to take the user to the relevant index of pages in the online API documentation.\n\nI think you should consider throwing some paid work at Cristian Hasbun to get the coding interface up to scratch. He did a presentation at this years conference, the WEED integrated IDE. He's not been able to put much work into it recently due to financial obligations (had to take a job as a kite surfing instructor)\n"
] | [
"joystick Xbox does not work properly in Blender 2.73 and 2.74 testbuild\nWindows 64 bit Quadro 4000\n\nBroken: (example: 2.73 ed5df50, see splash screen)\nWorked: (optional)\n\n**the joystick is not working properly. The sensors button and hat{[F147231](joystick_empty.blend)} are no longer at the Blender version 2.72 and earlier**\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Problem using the 360 controller\nIntel Core i5-3350P Windows 8 x64.\nNvidia GeForce GT 620\n\nBroken: (all versions after 2.72b)\nWorked: (2.72b)\n\nThe problem shows after upgrading 2.72b version to any new version. My joystick controller setups for all games I made no longer function properly. None of the joystick logic bricks work and will immediately shut down the program when I try to redo the different axis. it will function the first run of the game but the controls are all mixed up. (Up = Right) the second run the controller does not function at all.\n\nI was not able to figure any way around this except just keep using the version 2.72b\n"
] |
Weight Paint mirror bug
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
Broken: version: 2.81 (sub 16)
Worked: (optional)
Weight Paint mirror bug if mirror is applied to Edit mode first and not turned off before changing to Weight Paint mode
Open new file.
Delete all objects and add Suzanne.
Go to Edit mode and apply mirror (non-modifier) on X axis.
Check if the mirror is on.
Go to Weight Paint mode without turning the mirror off.
Paint on the vertex. The area painted will be mirror even though the mirror on X axis is off.
**Temporary fix**
Go back to Edit mode and turn off mirror. This should turn off the mirror in weight paint as well.
| [
"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). ",
"Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools",
"X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:",
"Point lamp power value hard to change with unit scale (button step is calculated for Watts, but applied to milliWatts)\nOperating system: Windows 10 Home 1909\nGraphics card: NVIDIA RTX 2080 Ti\n\nversion: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f771, type: Release\nWorked: 2.82a\n\nIf I insert a point lamp to the scene and I alter the power value of the lamp sliding left and right it works. If I click then in the power field and type a value (e.g. 10W) and confirm with enter it takes the new value, but afterwards I'm not able to change the power value sliding right and left or using the arrows left and right of the field. I have to click again in the field and enter a value.\n\nCreate a point lamp\nEnter the power value in the field (e.g. 10W) and confirm with enter\nSlide the power field slider left and right, the value is not changing.\nClick on the left/right arrow of the power slider, the value is not changing.\nClick in the power field and enter a new value, confirm with enter. The new value will be accepted.",
"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",
"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",
"Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n",
"Vertex paint + x-ray + polygon selection mode = weird shading\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\nFor me it looks like this\n\n\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)",
"Annotation tool: wrong undo order and different in different modes\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: 2.93.2\nBroken: 3.0.0 Alpha, `c1f5ac7cfe`, 2021-07-25 18:36\nBroken: 2.83.17\nWorked: never\n\n\n| Object mode | works correct, as expected. Each undo action undoes 1 stroke |\n| -- | -- |\n| Weight paint | works properly |\n| Vertex paint | works properly most of the time, sometimes as Texture paint |\n| Texture paint | do not undoes each stroke but after number of {key Ctrl+Z} (n=strokes) undoes all strokes simultaneously or disables em at n=strokes+1 and undo previous action (mode switch in my case) |\n| Edit mode | same as Texture paint |\n| Sculpt mode | Undoes strokes one by one, but on the last stroke it do not react to {key Ctrl+Z} once, and then on the secon disables stroke and previous action (mode change) |\n\n**Steps to Reproduce**\n- Open default scene\n- Switch to Edit or texture paint mode\n- Draw 4 strokes with annotation tool\n- Undo 4 times (nothing happens to any stroke)\n- Undo again: Clears all strokes\n[2021-08-15_15-46-27.mp4](2021-08-15_15-46-27.mp4)\n\n",
"Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n",
"Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.",
" Add a 'relative mirror' option for mesh editing (similar to bones)\n**Team**\n**Commissioner:** `?` *Core developer or artist, sign off the project, works as client.*\n**Project leader:** @mano-wii *Main developer responsible for the implementation, only in one project.*\n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:**\nJust as it works on bones in `Pose Mode`, meshes editing could benefit from the \"`Relative Mirror`\" option. \nThe idea is to consider the initial offset of the mirrored vertices when the \"`Topology Mirror`\" option is enabled and move the vertices respecting that offset.\nThis would solve problems like #74340 (Uncontrolled vertex movement in symmetric editing).\n\n**Use cases**:\n* Model asymmetric objects but with a symmetrical topology avoiding unexpected jumps.\n\n**Design:**\n* As seen with bones, the \"`Relative Mirror`\" option will also be available for meshes.",
"Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n",
"Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)",
"Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n"
] | [
"Weight Painting with Mirror above Armature Paints weird\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: 2.80\n\nWhen doing weight painting, if the Mirror Modifier is above an Armature modifier, you will be unable to paint directly on the model\n\n1. Create a Cylinder \n2. Split the cylinder so that it is cut in half, if viewed from above it should look like a C \n3. Add a Mirror modifier and Mirror across Y axis (or X, whichever makes it a cylinder again)\n4. Add an armature, extend it along Z 3 times.\n5. Parent the armature to the object using Automatic Weights.\n6. Ensure that the object has the Mirror Modifier above the Armature Modifier.\n7. Post the armature at some angle away from the object (the object should follow as expected)\n8. Go to weight painting. Try to paint anywhere where the object moved to. Nothing happens\n9. Try to paint where the object Was if it was not posed. It will paint the object as if it were not posed.\n\nSee attached file for example. I attached 2 files because I wasnt sure which one had it in the right state. \n\nI found this while working on a character model that I had started in 2.80. This was working fine in 2.80. [test.blend](test.blend) [test.blend](test.blend)\n\n\n",
"X-mirror activated in Edit Mode missleadingly affects symmetry in Weight Paint Mode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen you activate \"x-mirror\" under \"Options\" in Editmode and switch to Weight Paint Mode, the x-mirror stays active for all weight paint actions even if symmetry is turned off in the Symmetry options (of the weight paint tool) which is very missleading... (took me half an hour to find out why there is a mirror on all my weightpaint strokes)\n\nIf x-mirroring is turned off in Edit Mode, everything works as expected.\n\n\nCreate a new blend file.\nSubdivide the cube a couple of times.\nGo to Edit Mode.\nCheck \"X-Mirror\" in the active tool settings.\nSwitch to Weight Paint Mode.\nSwitch to front view.\nAdd some weights with the brush to some of the verts in the cube.\n\n - > brush strokes are mirrored even if Mirror in Symmetry is turned off"
] |
MMB Tweak(Move, Scale, Rotate) toggles Automatic Constraint upon releasing button, rendering Tweak unusable.
Video explanation - view?usp=drivesdk
If it's worth mentioning - using industry compatible keymap with slight customizations, but nothing related to Tweak
Latest Working Build - version: 2.92.0 Alpha, branch: master, commit date: 2020-11-25 22:18, hash: e09d0c0d077c, type: Release
build date: 2020-11-26, 00:03:57
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06
Broken: version: 2.92.0 Alpha
Worked: version: 2.92.0 Alpha, branch: master, commit date: 2020-11-25 22:18, hash: e09d0c0d077c, type: Release
build date: 2020-11-26, 00:03:57
MMB Tweak(Move, Scale, Rotate) toggles Automatic Constraint upon releasing button, rendering Tweak unusable.
- Create Cube
- Select it
- Enable Move, Scale or Rotate(Q,W,E)
- Use MMB to Tweak
- Usually, upon releasing MMB, Tweak applies and everyting goes as expected. Now, however, when you release MMB - modal operation is not applied and, as instead, it continues with Automatic Constraint function enabled(Please see video)
- Same behaviour persists in edit mode as well.
- Keymap itself was not heavily modified, nothing fancy - shortuts for some tools, pie menus etc.
I have attached my Keymap as well as simple test scene.[KeyMap.py](KeyMap.py)
[testscene.blend](testscene.blend) | [
"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.",
"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.",
"Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"After switching to Tweak tool its gizmo appears in center of previously selected area.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 15)\n\n\n[bandicam 2020-05-02 20-05-54-881.mp4](bandicam_2020-05-02_20-05-54-881.mp4)\n\n\n1. Create cube\n2. In Edit mode with Tweak tool active select face\n3. Switch to different tool\n4. Select other face with right click\n5. Switch to Tweak tool\n\n",
"Restoring Blender keymaps restores other presets, too\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\nMake any changes to the Industry Compatible shortcuts, then to the Blender shortcuts and restore them to the original and the shortcuts for the Industry Compatible shortcuts are restored, too(see attached video).\n[2021-11-10 11-05-14.mp4](2021-11-10_11-05-14.mp4)\n\n1. Go Preferences>Keymap, so you don't loose your valuable shortcuts disable Auto-Save Preferences in the bottom left menu, and change any shortcut in the Industry Compatible mapping\n2. Change the mapping preset to Blender\n3. Change any shortcut mapping, too\n4. Restore the shortcut mapping of the Blender preset\n5. Go back the the Industry Compatible preset and your changes you made in step 1 are unassigned",
"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",
"Metal backend: View Port drawing issue with face orientation\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API Intel(R) Iris(TM) Plus Graphics 1.2\n\nBroken: version: 3.5.1, 3.6-beta, 4.0\nWorked: with OpenGL backend\n\nWhen enabling \"face orientation\" in the view port the display does not update until I rotate the model. When rotating the model the face orientation colour overlay display is broken.\n\nSee attached screen movie showing the issue.\n\nTo reproduce:\n1. start with a new default scene\n2. enable face orientation overlay from view port overlays menu\n3. rotate the cube\n\nThis was observed using the default startup cube.\n\n",
"Auto-Merging keyframes in the Driver Editor has unappropriate threshold (merges keyframes that shouldnt)\nOperating system: windows 10 & Linux ubuntu\nGraphics card: GTX 1070\n\nBroken: 3.6.2\nWorked: unknown\n\nSee att. blendfile and pictures; moving the base of the armature in the Y direction drives the shapekey of the torus.\nIf you edit a driver keyframe by just slightly moving it to the right, the keyframe next to it is removed\n\nTry editing keyframes in the driver f-curve editor\n\n\n**Note**\nDrivers editor has the driver value as the x-axis (this can be arbitrary low, e.g. in the report, this was the x location [in meters] so handling quite small values where \"keyframes\" where ~0.01 apart\n\n`BKE_fcurve_merge_duplicate_keys` acts with a threshold of `BEZT_BINARYSEARCH_THRESH 0.01f`",
"'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",
"Hotkey missing for setting pose Rotation Mode in Industry Standard keymap\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.9.1 27.20.12029.1000\n\nBroken: version: 2.93.0\nWorked: ?\n\nMISSING : \nIn Industry compatible mode the hotkey named : SET ROTATION MODE is missing.\n \n\n\nMISSING : \nIn preference, set hotkey to : industry compatible mode.\nin the field 'name' type : rotation mode\nthen\nswitch back and forth to blender 2.7 or Blender hotkey to witness the hotkey is missing in Industry compatible mode.\n\n\n\n[rotation_mode.blend](rotation_mode.blend)",
"NLA: Change the shortcut key (TAB) to \"Start Tweaking Strips Actions (Full Stack)\" from Start Tweaking Strips Actions (Lower Stack)\nAs discussed in the Animation Module meetings:\n\nCurrently\nMenu: Edit ‣ Start Tweaking Strips Actions (Lower Stack)\nShortcut:\nTab\n\nShould be changed to and remove the Shortcut from (Lower Stack)\nEdit ‣ Start Tweaking Strips Actions (Full Stack)\nShortcut:\nTab\n\nediting.html#bpy-ops-nla-tweakmode-enter\n\nNow that the Full stack tweak mode has had the quaternion rotation keyframe bug fixed, we should update the default short cut to the improved full stack editing mode. This will help with user discovery of the new and requested feature as well as help stop visually confusing animators when working with animation layer workflow in the NLA. The current default of Lower Stack causes a visual change/jump/soloing of the action being edited and looses context of what you are trying to animate.\n\n",
"Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n\nAnd in Centimeters nothing more than the one face is selected.\n\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n\n\nThanks for looking into this.",
"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 ",
"Insert keyframe wrong with cycle-aware keying after deleting end frame\nOperating system: Linux-6.4.6-arch1-1-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.0\n\nI have an action with manual frame range, 1 to 11, with cyclic animation checked. I have cycle-aware keying on.\n\nI'm not sure exactly when the bug starts, but eventually adding a frame at time 9 creates the keyframe at frame 4 again.\n\n\nI'm not sure exactly when the issue started, but roughly\n1. Cube\n2. Insert frame at time 1\n3. Turn overlay action into layer (stack?) action with the down icon button\n4. Set up manual frame range 1-11, cyclic\n5. Turn on cycle-aware keying\n6. Insert another frame at time 6, blender automagically adds a frame at time 11 to match the frame at time 1\n7. Delete the frame at time 11\n8. Move to time 9 and insert frame\n\n7 seems to be the key. Additionally, it's impossible to add a new frame at time 11. The issue persists after closing and re-opening. \n The issue disappears when cycle-aware keying is off, but comes back if I turn it back on.\n\nI didn't try a daily build, but I searched issues to see if anything similar was reported and found nothing.\n\n"
] | [
"Industry Compatible keymap: MMB-dragging to transform engages axis-constraining on release\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-3.10.18\n\nBroken: version: 2.92.0 Alpha\nWorked: (2.91)\n\nWhen using the IC keymap, users will drag with MMB to activate tools anywhere on the screen. This is now broken in master, because as you release MMB, it will start axis-constraining instead of confirming. \n\n- Switch to the Industry Compatible keymap\n- Switch to the Move tool in the 3D View\n# With the default cube selected, use MMB-drag to transform, then release\n\nThe object will now constrain to an axis, rather than simply confirming the transformation."
] |
Not freed memory blocks
Operating system:linux/win11
Graphics card:3070ti,cpu 12700H
Broken:2.83.6-headless/3.3.0,0759f671celf,master,2022-09-06 15:39

Worked:null
Hi, first I downloaded the 2.83.6 source code and dependencies from the official website, compiled the headless version according to the official tutorial, and then submitted the model rendering via the command line, the rendering command is as follows: . /blender -b test.blend -E CYCLES -F PNG -o //test# -a , When I exit after rendering, there is a memory leak, and the render log memory leak is as shown in the picture, how can I solve this problem? The model file has been placed in the attachment, thanks very much
Also, I am using version 2.83 (version: 2.83.18, branch: master, commit date: 2021-09-28 14:02, hash: 00b0253c46cb, type: release) or 3.3 (3.3.0.) under win11, 0759f671celf,master,2022-09-06 15:39) open the model and close the blender program without doing anything, the same memory leak message will be displayed in the system console window, 2.83 as in figure 2, 3.3 as in figure 3. Hope this information helps!
1.
2.
3.
Based on the default startup or an attached .blend file : [fantasy_castal_final_contents.blend](fantasy_castal_final_contents.blend)
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"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\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n",
"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",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user",
"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",
"Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.blend)\n\n",
"Memory leak with no actions at all.\nOperating system: Linux-5.13.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.2.2\nWorked: version: 2.93.9\nI just open any version of Blender since 3.0 and just moving the mouse around makes the amount of memory used by Blender rise. It doesn't stop. It doesn't liberate the memory, ever. It just goes higher and higher, until the memory is full. At first, I thought it was something related to the projects and operations I was doing. I tried to reduce the undo steps and everything else that's advised to reduce memory consumption, and today I realized that simply moving the mouse around was already increasing the memory usage of Blender. I don't need to do any actions\n\nNow, I have two versions of Blender open, to compare 2.93.9 and 3.2.2. Both have the same scene: Susanne, a camera, and a point light. At first, Blender 3.2.2 started with a smaller amount of memory, something around 260K, against the 320K of Blender 2.93.9. But slowly it grows and doesn't stop. Just moving the mouse around or navigating through the scene. \n\nAt some points, for any reason, the memory in 2.93.9 also rises, but then it goes back to normal, but not in 3.2.2. It only rises. \nAt this point, this is the difference in memory usage for both for that specific scene:\n\nTried to create a new scene to see if Blender releases the memory, but no result. When working on my projects, I need to restart Blender to get the memory back to normal. That happens several times a day, depending on the size of the project.\n\nNow that I am finishing to explain, I see that the 2.93.9 memory usage raised a bit, it's on: \nBut if I open the window there, it goes back to normal, but not the 3.2.2.\n\nTo prove that, I just opened the 2.93.9 window and see what happened: it went back to the initial amount of memory. But the 3.2.2 only rises. Now, at the end of this report: \n\nOpen blender in a default scene and see the memory consumption rise as you move the mouse around.\n\nI tried to find similar reports to avoid duplicating them, but I did not find any similar ones.\n\n\nPS: I've tried all versions of Blender since 3.0 I have here and the same happens to all of them.\n",
"--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n",
"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)",
"Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render",
"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",
"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\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",
"Python: Large memory leak if an operator modifies certain properties during the \"load_post\" handler\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.3.3\nBroken: version: 3.4.x through 3.6 as well\nWorked: n/a\n\nThere's a large memory leak if an Operator modifies certain properties during the `load_post` handler\n\n\n- Install the provided `leak.py` addon\n- Enable it and save preferences\n- Quit Blender\n- From the command line execute `blender --debug-memory`\n- Once loaded, quit blender again\n- Notice the large amount of leaks\n\n`Error: Not freed memory blocks: 543, total unfreed memory 0.040207 MB`\n\nThe property being modified -- see the 2 \"NOTE\" comments in provided addon for clues:\n```python\n def execute(self, context):\n \n # NOTE: This statement causes a large leak\n context.space_data.show_region_tool_header = False\n```\n\nThe leaks looks like:\n```\nError: Not freed memory blocks: 552, total unfreed memory 0.040894 MB\nWM_event_add_keymap_handler len: 80 000002128B026558\nWM_event_add_dropbox_handler len: 40 00000212EF01CE58\nWM_event_add_ui_handler len: 80 000002128B0264B8\nWM_event_add_keymap_handler len: 80 000002128B026418\nWM_event_add_keymap_handler len: 80 000002128B026378\nWM_event_add_keymap_handler len: 80 000002128B0262D8\nWM_event_add_keymap_handler len: 80 000002128B026238\nWM_gizmomap_add_handlers len: 40 00000212EF01CDE8\nWM_event_add_keymap_handler_dynamic len: 80 000002128B025AB8\n...\n...\n```\n\n",
"Socket.node is None\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.92.0\n\nI guess that `socket.node` should be never None.\nIt looks like if `socket.inputs` was cleared inside the `update` method of a node and then cleared again outside the method then new sockets does not have node pointer.\nMy hope is that it is not a limitation.\n\n[untitled (1).blend](untitled__1_.blend)\n1. Open the file\n2. Run the script\n3. Read console\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\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"
] | [
"Memory leak in particular file containing vdb\nOperating system:win11\nGraphics card:3070ti,cpu 12700H\n\nBroken:3.3.0,0759f671celf,master,2022-09-06 15:39\nWorked:null\n\nAfter opening the model and exiting without doing anything, the following memory leak message will be printed in the system console window on exit\n\n\n- Open the uploaded file and close it without any additional operation\n- Notice the memory leak info in console.\nDeleting VDB files from the file doesn't result in memory leak\n[fantasy_castal_final_contents.blend](fantasy_castal_final_contents.blend)"
] |
Hair Particle Viewport Display on Amount settings look like in the final render in EEVEE. (Cycles work fine)
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 2.93.4
| [
"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.",
"Wrong particle tool properties displayed when using Select or Cursor tools\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 50)\n\nIn Particle Edit mode, when using the Cursor or Select tools, you can still see particle tool properties for the brushes.\n\n\nOpen this blend file:\n[particle_toolprops_bug.blend](particle_toolprops_bug.blend)\n\nIf you select the Comb tool, you just see the Comb tool properties;\n\n\nBut, if you select the Box Select or Cursor tool, the comb tool properties aren't cleared, and you see settings for both at the same time.\n",
"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\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",
"White Noise Glitch using Value Attribute of Particle Instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\nWorked: (?)\n\nThe White Noise Texture (in 1D) does not display as expected using the Value Attribute of Particle Instances in both EEVEE and Cycles. Instead of showing a single random value or color on the surface of an instance there's a fuzzy mess of different values similar to the look of overlapping faces:\n\nThe issue also appears on non flat geometry not only on planes. The using the Index attribute shows the same result. It's the same on the current stable release (that being 2.91.2) and previous releases. I tried the same setup with a Noise Texture and it seems to work just fine:\n\n- Choose any object as the emitter of a particle hair system.\n- Adjust the settings of the particle system to display the desired quantity of hairs\n- Add another object and add a Particle Instance Modifier to it\n - under 'Object' set the emitter object\n - check 'Create Along Paths'\n - in the object data properties under vertex color create a new vertex color\n - choose the same vertex color as the 'Value' data of the particle instance modifier under 'Layers'\n- use the created data as the name in the Attribute Node\n- connect any output of the Attribute Node to a White Noise Node set to '1D'\n- display the results\n(same last 5 steps for Index Attribute)\n[ParticleInstanc_ValueAttributeBug.blend](ParticleInstanc_ValueAttributeBug.blend)\n\nThank you so much for looking into it! And keep up the great work.",
"Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)",
"Hair particles missing viewport update after \"Rekey\"\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.79b\n\nHair particles missing update after \"Rekey\"\n\n[particle_hair_rekey_mssing_vieport_update.blend](particle_hair_rekey_mssing_vieport_update.blend)\n- open .blend (in particle editmode, 1 hair particle is selected)\n- run `Particle` > `Rekey` > `Number of Keys` : 50 > {key enter}\n- particle is not updated with 50 points\n- select an existing point\n- now particle shows with 50 keys\n\naware the old particle system is EOL, just posting bugs as a reference because I am looking into new curves editmode (where rekeying/resampling should also be implemented)",
"In Particle Edit mode, Emitter particles are not visible in the viewport\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.83 (sub 0)\nWorked: 2.79.7, 2.79b\n\nThe Particle Edit mode does not work with Emitter type particle. The particle (particle paths) are not visible in the viewport.\n\n- Open this file: [#73168-particle-edit-crash.blend](T73168-particle-edit-crash.blend) (or add a particle system, Emitter type, and bake to memory)\n- Switch to \"Particle Edit\" mode (particle disappear).\n- Click on Sidebar > \"Tool\" > \"Options\" > \"Viewport Display\" > \"Particles\" (blender crash).\n\nReports:\n\n[blender.crash.txt](blender.crash.txt)\n[macos.crash.txt](macos.crash.txt)",
"Particle 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\n\n[test.blend](test.blend)\n",
"Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n",
"Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\n\n",
"Long time render Hair Particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.43\n\nBroken: version: 2.92.0\nWorked: 2.83\nCaused by switching to Embree for hair 207338bb58, 99436acde8\n\n\nHello,\n\nWhen I open an old blender file (v2.83) containing a plan with hair particles (grass), with blender 2.92 ...\nWhen rendering with CPU, the rendering time is multiplied by 4 !!!\n\nTest Blend file :\n[Test Hair v1.blend](Test_Hair_v1.blend)\n\nRendering on blender 2.83 -> 4.30 min\n\n\nRendering on blender 2.92 -> 19.52 min\n\n\nI have the impression that the quality of the blades of grass and more detail, however I did not change any parameter!\n\nIs it normal that the rendering time is so long on blender 2.92?\n\ncordially\n\n",
"EEVEE viewport rendering loop bug when using walk or fly navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nWorked: As far as I know, this bug was always in Blender\n\nEEVEE viewport rendering loop bug when using walk or fly navigation:\nwhile using fly or walk navigation and staying still, the sampling always just jumps back to 0 when finished sampling and just starts sampling over and over again thus creating an irritating loop of constant resampling\n\n1. Use EEVEE\n2. For the purpose of this example, change the scene filter size to 50px so that the effect is easily noticeable \n3. Press shift + ` to go to walk navigation (fly navigation has this bug too)\n4. Stay still so that the viewport could start sampling to the specified amount\n\nNotice when the sample amount reaches the specified viewport samples amount, rendering starts again as in if you have moved\n\n[EEVEE viewport navigation loop bug.blend](EEVEE_viewport_navigation_loop_bug.blend)\n\n\n\n\n\n",
"High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each",
"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",
"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."
] | [
"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`",
"EEVEE's fur rendering cannot be subdivided\nOperating system: Windows-10-10.0.19002 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13571 Core Profile Context 19.10.1 26.20.13025.10004\n\nBroken: version: 2.82 (sub 1)\n\n\nIn EEVEE, the final rendering result of the fur is different from the viewport, and the final rendering result has no additional subdivision.\n\nHere is a screenshot of the final rendering result and viewport:\nThis is a file{[F7985515](毛发.blend)}\nOpen and render directly to see the problem\n"
] |
Geo Nodes Resample Curve float error
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59
Broken: version: 3.1.2
Float error when performing resample curve by length provides inconsistent results.
Please note operation during gif as this is an inconsistent result.

Adjust length input (shown as 1 m even when copied as value)
Apparently due to an unseen float error the last point is not added when re-sampling. Due to the fact the float error is less than what can be either seen or copied this can lead to unexpected results. Recommended remediation truncate input value.
[resample curve length.blend](resample_curve_length.blend)
| [
"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\n\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",
"VSE Sequencer timecodes display almost correct values\nOperating system: Linux-5.4.0-94-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nsometimes the timeline displays 1m60s instead of 2m. this is kind of correct but actually not correct. I have no idea what could cause this, this appears on various zoom levels and only on specific positions that seem to be fixed positions.\n[superstious.mp4](superstious.mp4)\n[2022-01-14 20-43-02.mp4](2022-01-14_20-43-02.mp4)\n\n\n[#94920.blend](T94920.blend)\n",
"Curve extrude offset default value is 1 (instead of 0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500M ATI Technologies Inc. 4.5.13587 Core Profile Context 19.40.30.02 26.20.14030.2002\n\nBroken: version: 2.93.0\nWorked: -\n\nCurve > Object Data Properties > Geometry > Offset\nIf you reset the \"Offset\" value with right click+*Reset to Default value* or by pressing backspace the value is set to 1\n\n - Open blender\n - Create a curve\n - Extrude it\n - Reset the offset to the default value\n - Offset is set to 1 instead of 0\n\n**Expected behaviour**\nThe default value for this should be 0. If a curve is created the value is 0 without any changes\n\n[curve reset offset.blend](curve_reset_offset.blend)\n",
"Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|| |\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence \n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence \n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n",
"Object data bounds improvements proposal\n# Problems\n\nThere are issues with the handling of bounding boxes currently that\nresult in performance problems, inconsistencies, and overly complicated code:\n* They are stored in objects, but they really have to do with geometry.\n * This means that geometry instances (without objects) have to recalculate their bounds on every redraw.\n * There are other unnecessary recalculations because code is messy and the situation is hard to reason about.\n* All eight corners of the box are stored, when anything besides the min and max are redundant usually.\n * This often results in complex code for retrieving the min and max.\n* Behavior between different object types is often inconsistent due to the lack of clear design.\n* There are two many ways to retrieve the same data. The uses of \"object\" bounds vs \"object-*data*\" bounds are often ambiguous.\n\n\n# Design\n\n**Bounding Box Definition**\n\n* Bounds describe the local space of the geometry/data\n * Anything else, like storing bounds with a transformation applied, is usually unnecessary, and is too specific to cache.\n* Bounds should usually be retrieved from geometry directly\n* For original objects, the bounding box should only include the original data\n* For evaluated objects, the bounding box includes all evaluated geometry besides instances\n\nThis implies that the bounding box wouldn't be copied from the evaluated object\nback to the original. While this might require some changes, it should make for\nclearer code in the end.\n\n**Caching**\n\nSince the existing bounds cache really refers to the geometry, it should be cached on\nthe geometry level. Object bounds can be built out of the geometry bounds when it's actually necessary.\nThis should significantly speed up geometry instancing, where the bounds currently\nneed to be recalculated on every redraw.\n\n**Return By Value**\n\nReturning `BoundBox` by value when accessing object bounds can make it clear that\nit's just built from the geometry bounds. It also makes it possible to remove the allocated\nbounding box from `Object.runtime`.\n\n# Implementation\n\n**Step 1: Geometry caching, internal changes**\n- [x] Add caching of bounds per geometry data-block [D16204](D16204)\n - [x] Share bounds caches between equivalent copied & original data-blocks [D16204](D16204)\n- [ ] Apply to all relevant object data types\n- [ ] Make accessing bounds on objects use the geometry bounds\n - [ ] Return `BoundBox` by value in `BKE_object_boundbox_get`, use min and max where possible.\n - [ ] Remove functions like `BKE_pointcloud_boundbox_get` and `BKE_mesh_boundbox_get`\n- [ ] Change some code to access bounds from geometry instead of objects\n- [ ] Make sure all uses of object bounding boxes (`BKE_object_boundbox_get`) use the evaluated object\n- [ ] Remove cache of bounds on objects (`Object.runtime.bb`)\n\n**Step 2: Python/RNA API**\n- [ ] Make changing positions in Python tag bounds dirty\n- [ ] Somehow make all python access of Object.bound_box use evaluated objects \n - [ ] Add accessors for geometry bounds to Python\n - [ ] Make depsgraph necessary for original object evaluated bounds access\n - [ ] Handle backwards compatibility?\n\n**Step 3: Remove Syncing**\n- [ ] Remove syncing the evaluated object's bounding box to the original object (original object bounds would only use original geometry).\n\n**Step 4: Potential Future Improvements**\n- [ ] Explore whether bounds calculation can ever be skipped entirely, if render engines don't need it and snapping is turned off, for example\n\n# References\n\n- #92963 (Instancing Performance Improvements)\n- #92206 (Bounding Box: compute during depsgraph evaluation) *A related design task for bounding boxes. Proposes some changes but doesn't go as far as this task.*\n- [D13598: Refactor: Clarify object bounding boxes, cache bounds in data (WIP)](D13598) *An old WIP patch exploring these ideas. Some of the changes there aren't current with this proposal.*",
"Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n",
"Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)",
"Regression: When making a collection real, curves with depth in the collection are instantiated twice\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.2.0\nBroken: 3.0\nWorked: 2.93\n\nCaused by b9febb54a4\n\nwhen making a collection real, curves where geometry/bevel/depth is not zero are created twice.\ncurves that do not have this property set are only created once.\n\n- open the attached file\n[curves_file.blend](curves_file.blend)\n- select the collection instance\n- object -> apply -> make instances real\n\n**What should happen**\n- every object of the collection appears once\n\n**What happens**\n- the \"BezierCurveWithDepth\" appears twice in the hierachy\n\n\nthis also is the case, when exporting the instanced collection, without making it real\n",
"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 \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?",
"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.",
"Geometry Nodes: Weird RayCast Accuracy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\n\n\nThe black dots inaccuracy only appears on the point domain. On the face domain everything is expected.\n\n",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n\n\n\n\n\n\n\n",
"Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: \nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK",
"Fillet Curve Node: Merge points with limit radius mode\nWhen \"Limit Radius\" is turned on, the new points often meet in the middle and end up in the same location. This creates curves that are harder to work with in later nodes.\nAs a new option, these points could be merged by the node.\n\nThe point merges should be calculated before `calculate_result_offsets` so the new curves only need to be created/resized once.",
"GeoNodes: Getting animated/driven Curve Radius doesn't work if curve has shape key\nOperating system: Linux-6.2.2-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: Likely never\n\nThis is a pretty specific set-up on the old Curves, so I'm not sure if it's something that needs to be fixed or if this datablock is getting replaced anyways, but I thought it would at least be good to be aware of.\n\nIf a curve has a shape key, the GeoNodes \"Radius\" node seems to fail to return the correct radius value.\n\nI don't know for sure if this is really a GeoNodes issue, though, because from my testing, the way the Radius value works with shape keys just seems pretty weird. It makes a fair amount of sense until the Radius value gets a driver. At that point, the shape key seems to take on whatever value the Radius had when leaving edit mode.\n\n- File: [radius_driver_not_working.blend](attachment)\n- Scale the bone; The curve point's radius is hooked up to be driven by the bone's scale, and the sphere is created by GeoNodes based on that curve point's radius. So, when you scale the bone, the sphere gets bigger.\n- Add 2 shape keys to the curve\n- Scale the bone again; Sphere doesn't scale any more.\n\nFor my use case, I don't actually need shape keys on my curve, so this won't be an issue for me at all, I just ran into it because I happened to have a temporary shape key on there and I thought I would report it.\n\n"
] | [
"Truncation Error for Integers Capture on Points after Resampling\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Alpha\nWorked: Unknown, doesn't work in 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: 'cc66d1020c3b'\n\nIn Geometry Nodes, for some int or float values (ex. 15), if they're captured in the points of a curve using Capture Attribute node then the curve is resampled, truncation error can result in some of the resampled points returning a value of one less than was captured if the value is cast to an integer data type at some point in the node tree.\n\n1. Create a new Geometry Node tree\n2. Add a Curve Line node.\n3. Connect the Curve output of the Curve Line node from Step 2 to a new Capture Attribute node.\n4. Set the Capture Attribute node from Step 3 to Integer / Point / 15.\n5. Connect the Geometry output of the Capture Attribute node from Step 3 to a new Resample Curve Node.\n6. Set the Resample Curve node from Step 5 to Count / 32 (The number of resampled points needs to be sufficiently high as the trunaction error appears to be random depending on the number of resampled points).\n7. Connect the Curve output of the Resample Curve node from Step 5 and the Attribute output of the Capture Attribute node from Step 3 to the Viewer node and view the Control Points values of the viewer in the Spreadsheet window. Some of the values will be 14, which is incorrect as they should all be 15.\nOptionally: A Compare node set to Integer / Equal / 15 with A connected to the Attribute output of the Capture Attribute node can be introduced to demonstrate that it isn't a Viewer Node/Spreadsheet Error.[Bug_ResampleTruncation.blend](Bug_ResampleTruncation.blend)\n\n\n\n\n\n\n\n"
] |
compositing editor weird pixels on top of the grid
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1994
CPU: Intel(R) Core(TM) i5 1035G1
Broken: version: 3.2.0
Worked: I tried to download a few versions, non of them worked properly
The compositing editor is showing weird pixels on top of the grid as seen in the photo below

I opened blender and went to the compositing tab, here are the log files:
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt)
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"Unnecessary updates on brush texture preview are causing epileptic effect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n",
"Metadata in Image Editor getting cropped\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.4\nWorked: -\n\nThe metadata (Not 'Burned into image'), 'below' the rendered image is getting cropped in the Image Editor, when resolution of image is not wide enough. The metadata above the image is correctly stacked, even at smaller resolutions. \n\nIn default scene, set render resolution something low (Like 800 x 800)\nTurn on all Metadata items. No need to turn on 'Burn into image' option.\nRender default cube. In image editor, turn on view>show metadata\n\n",
"OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n",
"Keyframing Corner pinning in compositing is inconsistent\nOperating system: windows 10\nGraphics card: Nvidia geforce GTX 1050 Ti\n\nBroken: 3.3.0\n\n\nWhen using the background X symbols to drag and drop corners with corner pinning, only the topmost value of each vector is keyframed\nExample image(wanted to edit a meme):\n\n\n- Open attached file\n- Single Render to Update Compositor\n- Move the Corner Pins\nor\n- Arrange nodes as seen.\n```\n{F13601679}\n```\n- Select the corner pin node\n- Try to keyframe the location of the second image/video, using auto keyframes and the background viewport manipulators.\nOnly the topmost (X) value gets keyframed\n\n[Corner pin.blend](Corner_pin.blend)\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",
"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 \n\nCPU:\n\n\nCPU+GPU:\n\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\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n",
"PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.",
"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\n[donut.blend](donut.blend)",
"Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)",
"Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n",
"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",
"Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.",
"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",
"blender 3.4 and 3.5 hangs during compositing when rendering an animation\nOperating system: Linux-5.4.0-132-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Beta\n\nwhen rendering a longer animation the beta and alpha versions tend to hang on the \"initializing execution\" part of the compositing. No compositing happens on the render in the render window, you see frame n while the playhead already is a frame n+1.\n\nWhen rendering the same animation it happens randomly after 5 frames or after 150 frames, but mostly with 200+ samples and at least HD resolution, smaller res and less samples went through mostly. I compared the same animation file with 3.3.1 and it just worked and the very same file with 3.4 got stuck.\n\n",
"Artifacts when composing render passes with SSS, EEVEE and SSR\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0 Beta\nWorked: I'm not sure this behavior is new. Blender 3.2 displays the same behavior.\n\nWhen compositing render passes that have been generated using EEVEE, and an object has Subsurface Scattering enabled, and Screen Space Reflections are enabled, and Half Res Trace is disabled, artifacts are generated. The combined pass, however, correctly renders.\n\n\n*What I get (demo file included below)*\n\n\n*What I should get*\n\nNote: if Half Res Trace is enabled, the problem disappears.\nAlso, if Cycles is used to render the same scene, the passes do not display these artifacts.\n\n\n\n\n- Create a file that uses EEVEE as renderer.\n- Enable Screen Space Reflections. Disable Half Res Trace.\n- Create an object with Subsurface Scattering\n- Enable the following necessary render passes: Diffuse Light, Diffuse Color, Specular Light, Specular Color\n# In compositing, mix as follows the passes: multiply Diffuse Light and Diffuse Color; multiply Specular Light and Specular Color; add them.\n\nChanging the roughness can make the effect more extreme. Having a very contrasty roughness map exacerbates the problem:\n\n\n*a contrasty roughness map*\n\n\n*the render showing the problem more extremely*\n\n\n*how it should be*\n\nThe final result should be akin to the one posted above. You can compare the composited result with the one that is already combined: the combined one does not display the issue. Using Cycles for the same setup also works without problems.\n\nThe inconsistency of results mentioned above makes me believe this is a bug, and hence my report.\n\nDemo file: [sstest.blend](sstest.blend)"
] | [
"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\n\nThis is what it actually looks like:\n\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n\n\n\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\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n"
] |
Circle select not working properly
Operating system: Windows 10
Graphics card: GeForce GTX 780 Ti
Date: 2018-11-29 15:57
Hash: 26d5a3625ed
Branch: blender 2.80 (Beta)
**Circle select not working properly**
**When pressing "C" to enter Circle select mode you can select with left mouse button but not de-select with middle mouse button unless you exit the select mode and re-enter it, then you can de-select with middle mouse button, this worked in 2.79b**
| [
"Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]",
"Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n\n\n",
"Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n",
"\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n",
"3D Cursor tool todo\nIn Blender 2.80, we now have a special tool for transforming the 3D Cursor. The issue is that it's not easy to move it visually, using gizmos, to set a certain pivot point for transforms. We can support this via a toggle in the tool settings, enabled by default for the 3D Cursor toolL\n\n\n\nThis makes it so you can reposition and rotate the 3D Cursor using gizmos, like so:\n\n\n\n---\n\n * - [ ] {icon circle color=green} Add button in the Tool Settings to reset the Cursor position to 0,0,0\n * - [ ] {icon circle color=green} Add XYZ controls for 3D Cursor next to it\n * - [x] {icon circle color=yellow} Add Rotation XYZ controls for 3D Cursor in the Sidebar, next to location.\n\n",
"Bevel Vertex selection stops after for planar geometry\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1060 3 GB\n\n2.83.2\nBevel Vertex does not maintain the selection for planar objects. For other objects the selection is transferred onto the verts created from the Bevel.\n\nCreate a plane, circle, or any planar object/ \nIn edit mode, Bevel any amount of vertices (ctrl+shift+B) on a plane, circle, or any other type of planar geometry and try to bevel any number of the corners.",
"Partial UV selection working incorrectly with Metal backend\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nUsing hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.\n\nOpen [file](https://projects.blender.orgattachment), go to edit mode.\n\nUV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend\n",
"Cursor's icon doesn't update correctly when going from panel to scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.2.0 Alpha\nWorked: Never (introduced/discovered with new design for 2.8 series)\n\nThe cursor icon doesn't update properly when returning it to the scene fast enough after tweaking in panels, and on it's way passing over text panels.\n\n- Go edit mode and select a vertice/edge/face to activate the transform panel\n- Place the cursor in the panel where its icon displays the OS default one\n- Move the cursor fast enough onto the scene. On its way pass over text panels.\n- The cursor icon is the default's one, not the cross as it should.\nSee the .gif for visual explanation:\n",
"Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead",
"Horizontal mouse wheel support for MS-Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nLogitech MX Master 3 horizontal scrollwheel button works in mac os x, but not in windows 10 although both have the same settings in Preferences in Blender and Logitech Options App.\n\n\nSTEPS TO REPRODUCE ISSUE:\n\n1. Rez object, select it and orbit around it in Mac OS High Sierra and Blender 2.81 using MX Master 3.\n2. Do the same, but in Windows 10.\n\nBased on the default startup:\nA. Performance in Mac OS is the expected: when using the horizontal scrollwheel button (thumb button mouse) orbits. Works in a similar way than when Orbit with the Magic Mouse.\n\nB. In Windows 10 the thumb button doesn't work, even when the settings are the same in both computers for Blender and the mouse. \n\nWhy this happens and how can I get to make the thumb button to work in Blender for Windows?\n\n\n\n\n",
"Gizmos blink when selecting with right mouse button\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.82.6\nWorked: 2.79b, 2.80 & 2.81.\n\nWhenever you select or extend select the gizmos do a quick blink.\n\n - I have a custom keymap that changed the type of event from Click to Press for the default.\n - This issue can easily be replicated if you use the Right Click Select.\n - Default Cube subdivided then Select few Vertices in a normal manner like shown in the Gif. \n\n\n\n{[F8246599](Select.gif) size = full}\n",
"Remove/Update \"Emulate Middle Mouse\" preference\nThis task is to check if it is reasonable to remove the emulate middle mouse option.\n\nBlender 2.7x didn't allow left-click-select and emulate middle mouse to be enabled at once, this never worked - it's just that in 2.8x we allow both options to be enabled at once with key-conflicts.\n\nSince I don't use a touch-pad on macOS / ms-windows, I'm not sure how common it is that middle-click gestures are enabled without having to manually configure it.\n\nAre there systems where using a middle-click still isn't practical?\n\nOptions could be:\n\n- Remove this preference.\n- Remove the keys that use Alt-LMB *(means re-working the keymap in some places)*.\n- Use an alternative shortcut that doesn't conflict, eg: OSKey (Cmd / Super / Windows-Key).\n\n *(By default this conflicts on Linux with many window-managers, these would need to be re-configured not to use Super-LMB).*\n\nUnless this is given some attention it's likely Alt-LMB will be used more, to the point Emulate-Middle-Mouse preference isn't useful and we'll need to remove or document all it's known limitations and accept Blender isn't fully usable with this enabled. \n\n----\n\nThere are currently conflicts using with emulate middle mouse\n\n- Number Button Alt-Drag to change all other selected items #69053 (Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons)\n- Edit-Mesh: Edge-ring de-select isn't possible.\n- Alt-MMB-drag to change views.\n- Un-clamped vertex slide can't be confirmed.\n- Grease Pencil, Circle Primitive\n- Weight Paint Gradient\n- Loop select *(Worked around with double-click, but not very convenient since selecting boundaries requires quad-click).*\n\nHere is a full list of potential conflicts in the default keymap.\n\nAre we serious about resolving these or would it be better to drop this option? \n\n----\n\nFrom a search of the code:\n\n```\ncat release/scripts/presets/keyconfig/keymap_data/blender_default.py | \\\n pcregrep \"(LEFTMOUSE|TWEAK_L|params.select_mouse|params.action_tweak|params.action_mouse).*alt\\\":\"\n```\n\n```\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"shift\": True, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.backimage_sample\", {\"type\": params.action_mouse, \"value\": 'PRESS', \"alt\": True}, None),\n (\"node.move_detach_links_release\", {\"type\": params.action_tweak, \"value\": 'ANY', \"alt\": True}, None),\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"shift\": True, \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"gpencil.primitive_line\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_box\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_circle\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_curve\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n```\n\n",
"Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n",
"Moving reroute nodes with click-drag behaves unpredictably\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nThe recent builds of Blender 3.1 add an option to finally move reroute nodes with mouse only, like any other node types. Unfortunately, there is no pre-selection highlight to let the user know which action they are about to perform on click-drag action. According to the anti-features page, pre-selection highlight section, if such feature does not behave reliably and predictably, it should be reported as a bug: AntiFeatures \n\nThis is why I am reporting it as such.\n\n[2022-01-24 11-25-05.mp4](2022-01-24_11-25-05.mp4)\n\nCurrent implementation suffers from following issues:\n1. The circular area/radius where move operation occurs is not visible. It is not visible how far from the reroute node position the node can still be transformed.\n2. Click dragging slightly outside the reroute node circle will still result in node wire drag rather than transform, further adding to the confusing behavior.\n3. It is not obvious that the click-drag transforms works **only** when the reroute node is selected first, which is inconsistent with click-drag transform behavior of the other nodes.\n\n1. Add a reroute node to any node graph\n2. Select the reroute node\n3. Click-drag around near the reroute node in various distances\nResult: What happens when LMB click dragging near the reroute node is not reliably predictable\nExpected: Outcome of LMB click-drag input operation near a selected reroute node can be reliably predicted\n\nProposed solution:\nWhen the reroute node is selected, and therefore can be transformed, draw a simple transform gizmo representing the screen area, which results in the transform operation when click-dragged, but only for reroute node closest to the mouse cursor, and only when the mouse cursor is near it (the same the scrollbars are dynamically drawn only in the close proximity of the mouse cursor):\n",
"Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)"
] | [
"Circle select shortcut gets stuck in select or deselect.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken: 2.80, 2018-11-30 \n\nAfter making selections using the circle short cut I tried to make de-selections and was unable to.\n\n* Open blender, select new and pick \"General\".\n* Select the cube. (left click)\n* Enter edit mode. (tab)\n* Deselect all. (alt-a)\n* Enter circle select mode. (c)\n* Select a vert (left click)\n* Deselect a vert (shift left click or middle click)\n* Notice the vert has not deselected.\n"
] |
Channels are incorrect when saving out a transparent render of volumes
Operating system: Windows 10
Graphics card: GTX 970
Broken: 2.93
Channels are incorrect when saving out a transparent render of volumes.
Render looks correct in Render preview, but when saving the file, the channels are misaligned and alpha seems to be missing.
For some reason it's is different with Cycles and Eevee, though both have issues.

I have tried saving out as different formats and bitdepth, PNG, TIFF, OpenEXR with no improvement.
Turning off "transparent" there are no issues.
Issues occur both when saving from the render preview and when outputting renders directly from a batch render.
I have tried creating a new file from scratch and get the exact same issue.
Open the below file and try to render and save.
[firepuff.blend](firepuff.blend) | [
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"Eevee: Volume Sampling for Purely Emissive Shader Behaves Strangely\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.5.0 Alpha\nWorked: perhaps never? (tested until 2.83)\nFor purely emissive shader, increasing sample count will disappear volume shader\n\n- Open attached file\n- Increase sample count in `volumetric` panel\n[eevee_volume_emission_sampling.blend](eevee_volume_emission_sampling.blend)\n[eevee_emissive_volume_sampling-2022-12-01_12.51.17.mp4](eevee_emissive_volume_sampling-2022-12-01_12.51.17.mp4)\n",
"Displacement textures rendering incorrectly when viewed through/near volumetric shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\nGraphics card secondary: NVIDIA GeForce GTX 1070\n\n\nBroken: version: 3.2.0 Alpha\nI originally ran into this issue on 3.0 a few weeks ago. I tried it on the public release of 3.1 and encountered the same issue. Today I have reproduced it on 3.2.0. I do not believe this has ever worked.\n\nWhen rendering a view of a smoke simulation (or any volumetric shader) where the material on the far side of that simulation/volumetric uses displacement, there seems to be an effect surrounding and inside the volumetric which causes the displacement texture to jitter, its reflections rapidly altering between frames causing an appearance almost like the texture/object or light source is vibrating/moving. The effect, when viewed on small smoke simulations, appears almost like heat distortion and may be useful for achieving that effect in other desired scenarios. When viewed through large volumetric shaders (such as fog) it creates an effect over the entirety of the object using displacement and is very distracting.\n\nFrom a default Blend, create an object. On this object create a texture that uses displacement and has displacement & bump truly enabled. Then, run a smoke simulation either via a quick smoke or particle simulation or, create a large object that then uses a displacement texture. Then render the scene such that the object with the displacement texture is on the far side of the smoke simulation/volumetric object. A well-lit environment, dense smoke, and a complex texture (high scale noise for small fine displacement/bump details) that makes use of glossy areas will make the effect easier to see. Disabling/removing displacement from the texture (and disconnecting the socket) will correct the issue at the cost of loss of displacement.\n\n\nThings I have tried to get around this problem:\nI have drastically increased, decreased, enabled, or disabled, the following settings to no avail.\nWith regards to the domain:\n- Adaptive domain\n- Noise\n- Empty space: higher values (up to 1.0) did seem to have an influence on the size of the distortion area but could never eliminate it. \n- resolution divisions\n- time scale minimum\n- precision volumes\nWith regards to the smoke texture:\n- Sampling\n- interpolation\n- homogenous\n- step rate\nWith regards to rendering:\nOptix denoising and openimage denoise - I will attach an example of each.\nvery high samples\nI also made sure/tested a domain and/or smoke which does not pass through the surface or near the actual surface of the displacement texture. \n\n - attaching several GIF examples at lower framerate playback.\nI believe the jittering in the full foggy stadium in the reflection of the moon and distance areas when displacement is off is simply due to the lower samples I used for that test render.\n[Bug.blend](Bug.blend)\n\n\n\n\n\n\n\n\n\n[31 displacement issues.mp4](31_displacement_issues.mp4)",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Eevee incorrect motion blur Mantaflow liquid\n\nOperating system: Windows 7 Pro 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6-gig\n\nBroken: 2.90.0 Alpha - 2020-07-03 - hash cad98923d006\nWorked: ---\n\n\nEevee motion blur not correctly applied to mesh of Mantaflow liquid sim.\nCube in scene is correctly blurred.\nMantaflow appears to show only start/end positions with some sort of strange (zoomed?) artifacts in between.\n\n\n\n**Steps to reproduce**\n[Eevee motion blur bug.blend](Eevee_motion_blur_bug.blend)\n\n- Open file\n- Bake simulation\n- Render",
"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)",
"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",
"PSD File Lacks Alpha Channel\nOperating system: WIndows 10\nGraphics card: RTX 3080\n\nBroken: 3.1.2\n\nAn alpha channel saved in a .PSD file does not appear usable in Blender.\n\nCreate image in photoshop, add alpha channel in channels palette. Save psd, ensuring \"alpha channels\" is checked in the \"save as\" dialogue. In blender, create material with image texture node. Select psd file, connect \"alpha\" output to Base Color for debugging or open the image in an image editor view and select Alpha in the channel viewer box in the upper right. It appears solid white rather than showing the embedded alpha channel.",
"Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n",
"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\nHigh quality normals OFF:\n\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",
"Open EXR layer bit depths differ in Output Properties and Compositor File Output\n\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 2.92 release\n\n\nI am not sure if this is considered as a bug, but as it is inconsistency in EXR file saving I report it here.\n\nOpen EXR file format can save different bit depths for different layers in one file and Blender supports this when render output is saved using main Output in Output Properties. This can be verified by saving a render with utility passes like Z-Depth. If output format it specified as 16bit (Half Float) other layers are 16bit, but Z-Depth and Vector layers are 32bit. This is wanted as those render passes are usually expected to be 32bit for compositing.\n\nBut if saving same render with same EXR settings from Compositor using File Output, then all render layers are saved 16bit. This is not good for compositing and would require specific utility passes to be saved as separate file using additional File Output node as 32bit. Both saving methods should produce same type of output to be consistent for user and better is to allow 16bit and 32bit layers to be saved in one file to make possible to minimize need of additional output files. At least user should have possibility to save 32bit layers in Half Float EXR file using compositor. Compositor File Output is often needed to rename output layers correctly for compositing pipelines.\n\nAlso related to same 32bit issue: Both save methods save Cryptomatte layers as 16bit if Half Float format is selected, but Cryptomatte must be 32bit to be usable. This should follow same logic as Z-Depth that is saved as 32bit using Output Properties file save. So, Cryptomatte layers should be possible to be saved as 32bit in EXR no matter where saving is done and what is the main bit depth of the output file. This would be expected to avoid pipeline problems from 3D to compositing.\n\n**Attached image shows difference of 2 outputs.**\n\n\n\n1) Open attached **blender_render_output_bit-depth.blend** -file and render animation. File has just 1 frame animation range prepared for saving example files.\n2) It saves 2 files to /tmp/ -folder: One from Output Properties and one from Compositor File Output\n3) Open rendered files in image viewer that allows to see information of saved layers in EXR files (**DJV**).\n4) Compare bit depths of saved layers in images to see differences.\n\n\n\n[blender_render_output_bit-depth.blend](blender_render_output_bit-depth.blend)\n",
"Z depth not correct when using a volume shader\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.0\n\nZ depth gives strange \"far away values\" when using volume shader and thus cant be used for compositing\n\n\nJust render this blend file\n[Zmist.blend](Zmist.blend)\n\n\n",
"Output UVs from mesh primitive nodes with anonymous attributes\nInstead of creating a named `uv_map` attribute on the geometry, they should be anonymous attribute field outputs. This brings up a few complications.\n- Currently we have no 2D vector socket. We probably want to avoid adding this for 3.0, so a 3D vector can be used for now. Automatic conversions will make versioning simple when we add a 2D vector socket, hopefully for 3.1.\n- The BMesh mesh primitive icosphere creates an `MLoopUV` attribute, this should be converted into a 3D vector anonymous attribute.\n\nThe output should be called \"UV Map\"",
"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 does not save the alpha channel correctly for volumetric flames / fire with no smoke\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.1\n\n[Blender does not save the alpha channel correctly for volumetric flames / fire with no smoke, if 'density' is set to zero or less in the 'Principled Volume' shader node.]\n\n[load the attached blend and try to get a correct alpha channel saved, I've tried saving as EXR, Targa, DPX and TIFF {all 16bit RGBA), all the files show the flames in the, but only the plane object shows at all in the alpha.\nIf you set 'density' above zero in the 'Principled Volume' shader, despite fixing the render preview issue ( #52680 -sort of), as in you can see the flames slightly in the render-preview window now, you still get zero or black in the alpha channel in any saved files.\n\nThis is what I'm seeing in the compositor-\n\n[Flame_No_Alpha.mp4](Flame_No_Alpha.mp4)\n\nJust to be clear: I'm not talking about the render preview issue #52680, with not showing the flames/fire at all as you watch the render.\n\nI'm saying I'm not getting the alpha channel for the flames, that should be generated from what I can actually 'see' in the viewport, as in the rendered camera view in the GUI.\nSurely if it shows in the GUI-viewport correctly, it should be able to save a valid alpha for that image? I mean if you can't trust that you can get what you create in the GUI-viewport out of the software that's quite a fundamental one isn't it?\n\n]\n\n[FireNoAlpha.blend](FireNoAlpha.blend)\n\nand here's the VDB frame in case it didn't pack-\n[FireBurst_01HR_.0069.7z](FireBurst_01HR_.0069.7z)\n\n"
] |
Keyframing Domain parameters broken: Mantaflow Smoke.
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86
Broken: version: 2.82 (sub 1)
Worked: (optional)
Keyframes on domain parameters, Timescale, Density, etc. can't be edited except on frame one (or whatever the first frame is) once a keyframe has been set, if you enter a value at say frame 5, when you hit enter the timeline playhead goes back to frame 1 (or start frame), so any keyframe set which is not on the first frame can't be changed value wise, unless you use the Graph Editor.]
[Set a value on frame 5 (for example) for any parameter which can be keyframed in the Domain object Physics panel, and hit enter- the playhead will go back to the first frame.
Then set a keyframe on frame 5 (using 'i' over the value slot), and then try to change the value of that keyframe in the Domain Physics panel- bingo!
If you want to change the value you have to use the Graph Editor.
Now try the same thing in the Soft Body Physics panel for the SoftCube object, or in the Fluid panel for the Emitter object, you *can* change the values in these panels without the playhead going back to the first frame.
I'm pretty sure this is a Mantaflow feature to make sure the bake begins from the first frame, it's just not been fully thought through, as in it makes keyframing & adjusting those keyframes a pain for Domains in Mantaflow.
Try with this- [DomainKeyframing.blend](DomainKeyframing.blend)
I just tried the above in the 'old' smoke sim, in Blender 2.81a release version, and this works as expected, as in the playhead does *not* go back to the first frame when you press enter after entering a value in the Domain Physics panel, so you can change keyframe values without using the Graph Editor.]
| [
"Panning with spacebar in clip editor stops after some movement\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\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\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",
"Moving a keyframed object starts moving from wrong location when linked scene open in separate window\nOperating system: linux\nGraphics card: nvidia\n\nBroken: 3.2\nWorked: didn't check\n\n- Create a keyframed object that moves, i.e. frame 1 (object.x=0) and frame 30 (object.x=10)\n- Create a linked copy scene (Scene.001) and open a new main window set to that scene, and set timeline to frame 1.\n- In original window in original scene, scrub timeline to anywhere after frame 1.\n- Press \"g\" to move object in original window. Notice the object jumps to where it is in the other main window (Scene.001) instead of starting to move from where it is visually in the current window and scene.\n\nExpected:\n- Moving respects the current window/scene.\n\nRelated issues:\n- The keyframe color indicators stay orange (instead of turning yellow) when scrubbing to the frame with the keyframe and the location values don't update.\n\nTest file (first 3 steps included)\n[#99597.blend](T99597.blend)",
"Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n",
"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)",
"Sound Strips in VSE retain hard length limits when Sound Datablock is changed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.2.1 official\n\nIf the source of a sound strip in the VSE is changed to a different existing datablock, the length of the strip will not be updated and it will retain the same hard limits with regard to duration as the original sound, even if the new sound is longer.\n\n[SoundStripBug.blend](SoundStripBug.blend)\n - Open attached file\n - Select the shorter sound strip.\n - In the Source panel, change the sound for the strip from \"GetSomeCoffee.wav\" to \"Joe_trombone.wav\"\n - Despite having a longer sound now, you can't grab the right handle of the strip to make it any longer.\n # You can change the duration of the strip manually in the Time panel, but the highlighted duration of the original sound is still visible on the strip. If you grab the right handle, it will snap back.\n\n",
"Memory spike after setting domain resolution\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 471.11\n\nBroken: version: 2.93.1\n\nI'm not sure if this is a bug or something that needs to happen but when you change the resolution of your domain it throttles the memory and goes back to normal.\nHere is the video:\n[2021-07-01 20-04-07.mp4](2021-07-01_20-04-07.mp4)\n\nAdd a fluid modifier to a cube and change the domain resolution. I also set the cache type to resumable and modular.\nThe blend file of my scene:\n[RAM_spike.blend](RAM_spike.blend)\n\n",
"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 ",
"'Normalize' option in Graph Editor makes Y-axis key values incorrect\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen 'Normalize' option is on in Graph Editor the Y-axis key values change so cursor snap options do not work.\n\nCreate a graph with multiple keys at various heights (y-axis)\nNote the Y-axis values when 'Normalize' is turned on/off\n\nUsing 'To Keys' in ViewProperties ('N' menu) do not correspond to the correct Y-axis values\n\n",
"Adaptive Domain causing 'twitches' in gas position when noise applied\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nWhen I use adaptive domain, I have been noticing odd 'twitches' in the smoke's position once I've baked a noise pass.\n\nBake the attached .blend and watch the sim playback, then bake the noise and watch the sim playback, you should see the 'twitches' I'm on about.\nHere's my result- watch?v=-DPv9mUfQiI&feature=youtu.be\n\nIf you bake the sim without adaptive domain, it looks completely different, but there are no 'twitches' when the noise is added.\nHere's my result of that- watch?v=Qda23EtCR2w&feature=youtu.be\n\nI don't notice the problem every time I use adaptive domain, but I'd guess it happens to all sims, but maybe it's just not noticed if it's small enough.\n\n\nCheers!\nMark\n[MantaflowDomainTwitch.blend](MantaflowDomainTwitch.blend)\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",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"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)",
"No fluid particles created when switching from gas to liquid\nOperating system: Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.90.0 Alpha\nWorked:2.83 sometimes shows the same behaviour, and sometimes it works (???) however in 2.90.0 I can consistently reproduce this.[logs.zip](logs.zip)\n\nWhen 'manually' creating a fluid sim, no particles are created, while when using 'quick liquid' it does work as expected.\nChanging the cache to an empty directory correctly initializes the particles.\n\n- default startup\n- switch to wireframe view\n- duplicate startup cube\n- scale duplicate x 2\n- select original cube. go to physics properties. check liquid.\n- choose 'type = flow' in fluid panel\n- choose 'flow type = liquid' in the fluid settings panel, leave the rest of the settings as is.\n- select larger cube\n- go to physics properties, check fluid\n- check 'type = domain'\n- check 'domain type = fluid'\n\nNo particles are created inside the small cube. \n\nGoing to the cache settings and selecting a different (empty!) cache folder solves it makes it create particles.\n\nWhen I set MANTA::with_debug to 1 and I compare a run between 'quick fluid' and 'manual fluid' the first obvious difference is that has_data is 1 in the 'manual' fluid run.\n\nCould it be that erasing the cache for the unused gas cachedata fails somehow?\n\nAttached are two console outputs , one from quick fluid and one using the manual steps above (except that I used a different scale factor for the domain in these runs) \n\n\n(edit: removed embedded text files and added them as a zip)\n(edit2: cleared up some mixup with the bugreport I originally wrote for 2.83)\n(edit fix small typo)",
"Mantaflow APIC creates wrong droplet behaviour\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 Alpha\n\nIf you create a big ball of water with the APIC solver, it breaks apart when falling. FLIP keeps the ball spherical until it touches the collision and APIC deforms it incorrectly immediately.\n\n**FLIP** (left) vs **APIC** (right) \ntimesteps were set to MIN 4 and MAX 8\n[Drop_FLIP_vs_APIC.mp4](Drop_FLIP_vs_APIC.mp4)\n\n\n\n\n - Create any primitive (I used an Icosphere in my case)\n - Perform a Liquid quick effect on that primitive\n - Change the simulation from FLIP (where it works) to APIC (where it doesn't work)\n - Simulate and observe\n\n\nBased on the default startup or an attached .blend file [Droplet.blend](Droplet.blend)\n\n"
] | [
"[Mantaflow] When changing the domain settings, the current frame of the scene is set to 1\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIf you go to any frame, for example, at 10, and then change any domain parameter, then the current frame will change to 1.\n\nReproduced on any scene.\n\nAdd domain\nGo to frame 10\nChange the Resolution Division setting for the domain\nAfter these actions, the blender changes the current frame to 1\n\n\n"
] |
Outliner: shift-drag only parents first selected object instead of all selected
Operating system: Kubuntu 18.10, 4.18.0-22-generic #23-Ubuntu SMP Tue Jun 4 20:22:46 UTC 2019 x86_64 x86_64 x86_64 GNU/Linux
Graphics card: NVIDIA Corporation GP106 [GeForce GTX 1060 6GB] (rev a1)
Broken: 2.80, 9c5d54bfaf48, 2019-06-08 13:24
- open blender with blank profile
- use shift-d to make several duplicates of default cube
- in outliner, shift-click to select several cubes
- drag one of them to another cube, hold shift
- only one object is parented, instead of all of them
This contradicts the behavior of ctrl-p in the viewport, the outliner tooltip which says "Drop to set parent / Objects", and the functionality implied by the UI.
It also seems to be taking the first selected object in the list, rather than the object the drag started from, or the active object.
| [
"Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)",
"Incorrect parent tree when exporting and importing scene with multiple rigged objects\nArch GNU+Linux, Kernel 4.18.5\n\nBroken: 2.79.6, Git 19c65cd (branch master)\nWorked: None that I'm aware of\n\n\nIf you have a scene with multiple rigged objects, the armatures and meshes are incorrectly parented upon exporting then importing them. Rather than there being two armatures at the root of the scene with each one containing a single mesh, there will be (if you have two objects) one armature at the root, the other armature as a child of it, with both meshes attached to the inner-most armature.\n\nNote that this certainly seems to be a fault of the importer and not the exporter: I've manually reviewed the exported model and it appears fine. Additionally, upon attempting to import a Collada file generated by custom software I've got the exact same problem as importing the file generated by Blender.\n\n\nStart with an empty scene, and create a cube. Add a single bone. Make the cube a child of the bone, using the armature deform with automatic weights option (not using any weights prevents this problem from occurring).\n\nRepeat this a second time.\n\nExport the scene as a Collada file.\n\nOpen a new instance of Blender, and import the scene with Collada.\n\nThe objects will have incorrect parents, and this has consistently occurred each time I have tried it:\n\nHere are the screenshots of the scene, before exporting (matches attached blend file): \n\nAnd after export/import: \n\nSample Blender file before export: [expimptest.blend](expimptest.blend)",
"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",
"Affects only origins does not work for Point Cloud, Curves, Text objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nAffects only origins does not work for Point Cloud, (new hair) Curves and Text objects.\n\n- Add Point Cloud (experimental), Curves or Text object\n- Set Affect Only: Origins\n- Try to move\n\n[AffectOnlyOrigin.mp4](AffectOnlyOrigin.mp4)",
"3D Cursor don´t take into actcount the face orenration with keyboard shortcut ( Shift + RClick)\nversion: 2.80 (sub 51), branch: blender2.7, commit date: 2019-03-25 00:55, hash: 07f6be87a97e, type: Release\nbuild date: 24/03/2019, 18:03\nplatform: Windows\n\n3D Cursor don´t take into account the Geometry orentation (topbar options ) with keyboard shortcut\n\n- Open blender and select 3D cursor tool\n- Set \"Geometry\" in the topbar 3D Cursor options\n- Use Shift + RClick to set your 3D cursor on top of default cube\n\nResult:\n\n3D Cursor don´t take into actcount the face orenration \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)",
"Asset Browser - Append (Reuse Data) without instancing collections doesn't add more objects\nOperating system: Windows 10 Home 64bit (10.0, Build 19044)\nGraphics card: Nvidia RTX 3080\n\n\nBroken: 3.2.0\n\nWhen dragging a collection item from the Asset Browser with \"Append (Reuse Data)\" and \"Instance Off\" it doesn't add the collection again, it moves one object and leaves the rest where they were.\n[Asset Browser Reuse data issue.mp4](Asset_Browser_Reuse_data_issue.mp4)\n\n1. Create a collection asset with at least two items inside\n2. Save that collection to your library (save file inside the correct folder)\n3. Open a new scene\n4. Drag your new collection asset into your scene with Append (Reuse Data) active\n5. In the tool window (not sure about its name) lower left turn off \"Instance\"\n6. Drag out another of the same collection asset\n7. It should now have moved one of the two items",
"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.",
"Decide how to handle collection instancing or linked data\nCurrently, dropping collections always creates a collection instance. This should be optional somehow, there are valid usages for both cases. Should it just be an option of the drop operator? So users could change it after dropping. (May be annoying when dropping heavy collections from external libraries, which can take a moment.)\n\nSimilarly, some users seem to expect that object data is linked by default. This is already an option of the drop operator (disabled by default). However it seems like they actually expect that data is a new \"instance\", rather than a full copy. This could mean either de-duplicating already existing data (so that dropping the same material asset onto 10 objects doesn't create 10 local materials), or linking data rather than appending.",
"Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.",
"Clicking on empty space in editors creates undo step\nBroken: version: 3.0.0\nBroken: version: 2.80\nWorked: 2.79b\n\nWhen clicking in certain Editors (doesn't matter if it's not selecting/doing anything) undo step is created. It does make sense to do in certain cases when selecting objects (for example, when selecting objects via outliner undo to previous selection is logical) but definitely not when there are nothing to select.\nAffected Editors/modes:\n- [x] Outliner (3775615aea)\n- [x] Video Sequencer Editor: `Sequencer` and `Sequencer & Preview` modes (clicking on image) (5d30c3994e)\n- [ ] Dope Sheet: `Dope Sheet`, `Grease Pencil`, `Mask`, `Cache File`\n- [ ] Timeline\n- [ ] Graph Editor\n- [ ] Drivers: only when clicking on left area, \n- [ ] Nonlinear Animation\n\nWhere to click:\n\n\n- Open default scene\n- open any editor listed above\n- Click on area of an editor several times (See above image).\n- Notice undo step is created for selection (in reality, we've selected nothing)",
"Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)",
"Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.",
"Export abc without subdiv does not work with instance collections (when source collection is disabled or linked)\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GeForce GTX 1650\n\nBroken: 2.93Beta ea11b4e10ce0\nBroken: 2.90.1\nWorked: 2.83.6\n\nWhen I try to export instance collections as alembic file, subdivisions are always applied even if apply_subdiv argument is set to False (when source collection is disabled or linked).\n\nOpen a fresh blender.\nDelete all objects.\nCreate a Cube.\nCreate a subdivision surface modifier with 2 subdivions on this cube.\nPut the cube in a collection.\nCreate an instance collection of this collection\nSelect instance collection\nExclude the source collection from the viewlayer\nExport selection in abc (apply_subdiv=False)\n\nImport abc file.\nThe cube have the subdivisions.\n\nNote : it works like a charm when object mesh (the cube in our case) is exported.\nNot working with instance collection (when source collection is disabled or linked).\n\nThanks",
"Proposal to change loop-cut behavior\nCurrently, loopcut is done in 2 steps.\n\n- pick the loop to cut.\n- slide the edge loop.\n\nIn some ways this is good, you make 2 separate decisions quickly without fidgeting with the cursor to put a loop in some place which might be difficult to locate exactly.\n\nCurrently the cut is always exactly in the middle, this isn't always a bad thing - sometimes you want a cut in the middle so in that case you can simply do `Ctrl+R, LMB,LMB`\n\nThis design ticket proposed that it be changed so the initial pink-preview loop is aligned to the mouse cursor, this way the default behavior would be to add where you click, and if you want the loop to be exactly centered you could hold `Ctrl` to snap it to the center.\n\nWe can also make it so holding `Ctrl` while selecting a loop keeps the existing behavior. (This matches knife's midpoint snapping).\n\nThe only drawbacks I can think of are...\n- if you prefer old behavior as default and are adding a lot of central loop cuts.\n- if you want to add a loop where many edges meet or overlap, its can be hard to select the right edge and the right % in one step, In that case you can still *add-and-slide*, but this behavior would mean users would get into a habit of adding directly and double clicking, and in some cases there is a bit of a conflict attempting to make both decisions in one step.\n- Behavior with multi-cut - I would match current behavior with multi-cut and slide, but I can imagine this would feel a bit awkward from a user perspective.\n"
] | [
"Outliner. Drag and drop to parent should support multiple objects\nCurrently we support parenting in the Outliner via drag and drop, but this only works when dragging one object at a time. We should support dragging multiple objects to set parent/child relationships. \n\nWe already support dragging multiple objects for moving them between Collections - the same should work for parenting too."
] |
Convex Hull crash
**Category**: Physics
%%%Since r55096 (sergof bullet: Update to current svn, r2636) Blender will crash if the collision bounds type convex hull is selected.
Windows XP 32 bit%%% | [
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\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)",
"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)",
"Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ",
"Blender 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",
"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)",
"Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n",
"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 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",
"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",
"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",
"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",
"inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n"
] | [
"Bullet Convex Hull Crashes on Win32 with SSE\n**Category**: Physics\n\n\n%%%--- Operating System, Graphics card ---\n Windows Vista 32-bit, Intel 495\n\n - Blender version with error, and version that worked ---\ntrunk @ r56277 crashes when starting the game engine with the attached .blend\n\n - Short description of error ---\n\nLoading the attached .blend and starting the Game Engine crashes Blender (~ 80% of the time)\nThe scene consists of static body and a dynamic body with a Convex Hull collision box.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n1) Open attached .blend\n2) Game->Start Game Engine\n\nNote 1: If the collision box for Suzanne is changed to a non Convex Hull type there is no crash.\n\nNote 2: Tracing shows that the crash seems to be related to SSE support in bullet WHEN embedding bullet aligned-classes (btVector etc) in non-aligned external classes.\n\nNote 3: From the btScalar.h header\n //---snip--\n\t\t\t- define BT_USE_SSE\n\t\t\t- ifdef BT_USE_SSE\n\t\t\t*BT_USE_SSE_IN_API is disabled under Windows by default, because*it makes it harder to integrate Bullet into your application under Windows \n\t\t\t*(structured embedding Bullet structs/classes need to be 16-byte aligned)*with relatively little performance gain\n\t\t\t*If you are not embedded Bullet data in your classes, or make sure that you align those classes on 16-byte boundaries*you can manually enable this line or set it in the build system for a bit of performance gain (a few percent, dependent on usage)\n\t\t\t*#define BT_USE_SSE_IN_API*---snip---\n```\n \n Nonetheless BT_USE_SSE_IN_API is defined in other places as such:\n```\n\n - if defined (_WIN32) || defined (__i386__)\n - define BT_USE_SSE_IN_API\n #endif\n\n```\nA Proof-of-Concept patch that fixes the crashing under Win32 is also attached.\n```\n \n```\n\n```\n\n%%%"
] |
Auto-Depth Causing Viewport Lag
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15
Broken: version: 2.80 (sub 75)
Worked: (optional)
Enabling "Auto-Depth" in Navigation appears to cause 0.5-second delay to all navigation commands (pan, dolly, rotate) in Lookdev, and minor framerate stutters in other viewport modes.
Rendered appears to act similarly to Lookdev, however this is most noticable in Lookdev.
Tried multiple fresh installs, always occurs.
Load default Blender scene
In Preferences, set Auto-Depth on
Switch into Lookdev mode. There will be perceptible delay when clicking MMB to navigate.
Barely perceptible slowdown/stuttering in Rendered and Solid viewmodes.
Seems to increase in severity with complex scenes.
| [
"View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n",
"Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nI'm disabling the volume object in the viewport to move the origin mesh, but the viewport is lagging until I turn off the \"Mesh to Volume\" modifier.\nMaybe it is better to not compute the \"Mesh to Volume\" modifier while the volume object is hidden/disabled?\n\n- Open attached file\n- hide the volume object\n- move the origin mesh\n[H.blend](H.blend)\n\n",
"Zoom to mousepos makes 2D Views pan after zoom limits are reached\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\n\nOnce the zoom limit is reached, the view starts to pan rather than stop.\n\nIt was reported #43554 and fixed for `zoomstep` in 6b107daf23c5 earlier, but not for `zoomdrag`.\nThe same fix can be applied to `zoomdrag` as well.\n\n- Enable \"Zoom to Mouse Position\" preference\n- In Node Editor, zoom with Ctrl + MMB-drag, or Ctrl + trackpad-pan\n- When the zoom limit is reached, the view will start panning\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)",
"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",
"Timeline scrubbing is laggy when Preview tab is open in Material Properties\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.0\nWorked: N/A\n\n\n\nHaving the little preview tab open in Material Properties when scrubbing the timeline causes heavy lag, noticeable even on the default cube file. \n\nThe material can be a mesh material or a grease pencil material, but the result is the same.\n\nVideo example: watch?v=1Fw6Y-XzMyE\n\n",
"Blender freezes after scrubbing timeline or changing keyframe value\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.0\n\n\nAfter playing the timeline, or moving the play head, the system seems to pause for about ten seconds and won't register selections in the viewport, data boxes, or selecting a keyframe in the graph editor. If you did try to click some things and move them, suddenly they will register as selected and all the mouse movements you made get piled on all at once.\n\n\n- On \"Sc6\" or \"Sc2-5\", scrub the timeline then try to select anything, especially key frames in the graph editor\n\n",
"Menu items slow to open, laggy, in video editing mode on Mac M2\n```\n====================================\n= Blender 3.6.2 System Information =\n====================================\n\n\nBlender:\n====================================\n\nversion: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\nbuild date: 2023-08-16, 23:43:53\nplatform: 'macOS-13.2-arm64-arm-64bit'\nbinary path: '/Applications/Blender.app/Contents/MacOS/Blender'\nbuild cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -std=gnu11 -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild cxxflags: -Wall -Wc++20-designator -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -Wno-suggest-override -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework Accelerate -framework ForceFeedback -framework GameController -framework CoreHaptics -liconv -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v360/blender.git/source/creator/symbols_apple.map' -stdlib=libc++\nbuild system: CMake\n\nPython:\n====================================\n\nversion: 3.10.12 (main, Jun 20 2023, 20:10:37) [Clang 14.0.3 (clang-1403.0.22.14.1)]\nfile system encoding: utf-8:surrogateescape\npaths:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/startup'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python310.zip'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/lib-dynload'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/site-packages'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/freestyle/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons/modules'\n\t'/Users/local/Library/Application Support/Blender/3.6/scripts/addons/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons_contrib'\n\nPython (External Binary):\n====================================\n\nbinary path: '/Applications/Blender.app/Contents/Resources/3.6/python/bin/python3.10'\nversion: Python 3.10.12\n\nDirectories:\n====================================\n\nscripts:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts'\nuser scripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\npref scripts:\ndatafiles: '/Users/local/Library/Application Support/Blender/3.6/datafiles'\nconfig: '/Users/local/Library/Application Support/Blender/3.6/config'\nscripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\nautosave: '/Users/local/Library/Application Support/Blender/3.6/autosave'\ntempdir: '/var/folders/7v/szffw42146z3d53bhf53scw80000gn/T/blender_AEVBnW/'\n\nFFmpeg:\n====================================\n\navcodec: '60, 3, 100'\navdevice: '60, 1, 100'\navformat: '60, 3, 100'\navutil: '58, 2, 100'\nswscale: ' 7, 1, 100'\n\nSDL:\n====================================\n\nVersion: 2.0.20\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n====================================\n\nOpenColorIO: 2, 2, 0\nOpenImageIO: 2, 4, 11\nOpenShadingLanguage: 1, 13, 0\nOpenSubdiv: 3, 5, 0\nOpenVDB: 10, 0, 0\nAlembic: 1, 8, 3\nUSD: 0, 23, 5\n\nGPU:\n====================================\n\nrenderer:\t'Metal API'\nvendor:\t\t'Apple M2 Pro'\nversion:\t'1.2'\ndevice type:\t'APPLE'\nbackend type:\t'METAL'\nextensions:\n\nImplementation Dependent GPU Limits:\n====================================\n\nMaximum Batch Vertices:\t-2147483648\nMaximum Batch Indices:\t-2147483648\n\nGLSL:\nMaximum Varying Floats:\t60\nMaximum Vertex Attributes:\t31\nMaximum Vertex Uniform Components:\t1024\nMaximum Fragment Uniform Components:\t1024\nMaximum Vertex Image Units:\t128\nMaximum Fragment Image Units:\t128\nMaximum Pipeline Image Units:\t128\n\nFeatures:\nCompute Shader Support: \t1\nShader Storage Buffer Objects Support:\t1\nImage Load/Store Support: \t1\n\nCycles:\n====================================\n\n\nCPU device capabilities: \n\nMetal device capabilities:\nNumber of devices: 1\n\t\tDevice: Apple M2 Pro (GPU - 16 cores)\n\nEnabled add-ons:\n====================================\n\nio_anim_bvh (version: (1, 0, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_anim_bvh/__init__.py)\nio_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_curve_svg/__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_ply/__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_stl/__init__.py)\nio_mesh_uv_layout (version: (1, 1, 6), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_uv_layout/__init__.py)\nio_scene_fbx (version: (5, 4, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_fbx/__init__.py)\nio_scene_gltf2 (version: (3, 6, 27), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_gltf2/__init__.py)\nio_scene_obj (version: (3, 9, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_obj/__init__.py)\nio_scene_x3d (version: (2, 3, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_x3d/__init__.py)\ncycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/cycles/__init__.py)\npose_library (version: (2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/pose_library/__init__.py)\n```",
"Collision on Properties is very badly LAG\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\nCollision on Properties is very badly LAG\n\nMacOS 13.5\nBlender 3.0.1, 3.4.1, 3.5.1, 3.6, 4.0 very badly lag during play on Cloth and Collision button.\nMy file is Lola Bunny 4.0.blend that version.\nI did save previous from 4.0 to 3.6 then to 3.5.1 then to 3.4.1 document .blend\n\nExplain:\nthere Timeline and push the right key from 1 to 2 timeline cause wait for a while then finish and try push the right key from 2 to 3 timeline cause wait too lag.\n\nfor Mac Push the Shift + Spacebar key (start play) cause wait too long super lag.\nO2p2Ms3\n\n",
"Floating windows switch focus with delay and only if cursor stops moving\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.1\n\nIt seems Blender now automatically switches focus between floating windows, but in such a way which makes it appear as a bug, rather than feature. What it looks like is that window title bars change focus seemingly randomly, appearing to flicker. This is because the focus is not switched immediately, but rather after a short laggy delay, or never if user doesn't stop moving the mouse pointer.\n\nSee the attached video (Note: I am not clicking any mouse buttons in the video, just moving the cursor).\n\n\n1. In a new scene, open user preferences in floating window\n2. Move the cursor randomly between base window and floating window\n\nResult: The focus between windows is switching with seemingly random delay and random probability.\nExpected: The window focus doesn't switch until the window is activated (user clicks on it), as is consistent with literally every other windows application.\n\n",
"Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\n\n",
"Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ",
"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\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.",
"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)"
] | [
"Camera lag with Auto Depth turned on\nOperating system: Windows 10 (1809)\nGraphics card: GTX 1080\n\nBroken: version: version: 2.83.0\nWorked: Probably never\n\nWith Auto Depth active there is a lag by about one second until Blender reacts to my camera movements. With Auto Depth turned off the lag is gone.\n\nHere is also a screen capture to illustrate the problem.\nblender_28_autodepth_lag.mp4?dl=0{F6892502}"
] |
Camera lag with Auto Depth turned on
Operating system: Windows 10 (1809)
Graphics card: GTX 1080
Broken: version: version: 2.83.0
Worked: Probably never
With Auto Depth active there is a lag by about one second until Blender reacts to my camera movements. With Auto Depth turned off the lag is gone.
Here is also a screen capture to illustrate the problem.
blender_28_autodepth_lag.mp4?dl=0{F6892502} | [
"Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)",
"Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n",
"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\nbad\n\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",
"Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n",
"Object rotation increases render time more than 10 times.\nTested with windows 7 64bit and windows 10 64bit.\nCPU ryzen 5 1600\nGPU GTX 780\nRAM 8GB GDDR4\n(bug appears on other computers too)\n\ntested with 2.79 and 2.8\nWorked: (optional)\n\nIf I rotate object for about 45 degrees around Z axis render time increases more than 10 times.\nBut in preview mode there is no difference in render time before and after rotation.[test.blend](test.blend)\njust rotate the object on attached blend file around Z axis about 45 degrees and compare render times before and after.\n10seconds for 2000 samples before rotation and about 10 minutes after.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Slow camera view navigation in Cycles rendered shading mode with many instances\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nWhen looking through camera and navigating the viewport (with Lock Camera to View for example), the movement is much slower than a regular perspective view. This happens in rendered shading mode with Cycles, when many object instances are in the scene. Instances can be generated with Geometry Nodes or the old particle system. Also they don't even have to be visible on screen, you could be looking at a single cube somewhere to the side, and the camera navigation will still be slow.\n[camera navigation bug.blend](camera_navigation_bug.blend)\n\n\n - Use the provided file\n - Switch to rendered mode and disable overlays\n - Try looking around\n - Switch to camera view\n # Navigation should be much slower and unresponsive\n\n\n\n",
"Blender viewport rendering incredibly slow when certain objects are visible when switching from Solid to Rendered\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\n(Every version from 3.0.0 to 3.3.1 has this issue)\nWorked: 2.93.9\n\nWhen rendering scene or viewing scene from Rendered view, rendering is orders of magnitude slower than normal. If large objects are hidden and then un-hidden while in Rendered view, rendering runs at normal speed.\n\nOpen the included .blend file\nGo from \"Solid\" view to \"Rendered\" view\n(Render speed should now be severely hindered)\nWhile still in Rendered view, hide the object named \"Fog\" and then un-hide it\n(Render speed is now significantly faster.)\n\n[away.blend](away.blend)",
"Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)",
"Camera data node \"View Vector\" differs between Cycles and Eevee in the viewport when used as world output\nOperating system: Windows 10\nGraphics card: RX580\n\nBroken: 3.0.0\n\nThe camera data node's \"View Vector\" output does not work under Cycles in the viewport when used in World shaders.\nNote that it _does_ work as expected if there's an active camera (although it's not quite as bright as Eevee).\n\nEevee viewport rendering:\n\n\nCycles viewport rendering:\n\n\nCycles viewport (with active camera) rendering:\n\n\nConnect the camera data \"View Vector\" output directly to the \"Surface\" input of the \"World Output\" node.\nSwitch to rendered view.\nObserve that the view vector is incorrect when navigating the viewport in Cycles, but correct when in \"camera view\" (numpad 0) or in Eevee.",
"Text Editor scrolling lag, macOS Metal backend\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThere is a lag when scrolling in Text Editor. (macOS, Metal backend)\n\n- In text editor, open a big text (like `gizmo_custom_geometry.py` from Templates)\n- Try using MMB-drag or try scrolling on the trackpad\n\nMMB-drag: you will see some page lag from the cursor, while with OpenGL the page moves with the cursor.\n\nTrackpad: if you scroll, stop and hold; the text will continue scrolling after you stop your fingers. When using the OpenGL backend it stopped immediately.\n\n",
"Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.",
"Camera jump to nand with follow path constraint\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: 2.93.0 Alpha\n\nBy adding a follow path constraint and choose a bezier curve as the target, the camera already jumps away by a fair amount. The position values remains unchanged though.\n\nWhen you now go into camera view, and start to navigate in the camera view, be it move rotate or zoom, then the camera jumps away with every navigation step until it reaches nand.\n\n\n- Open Blender\n- Add bezier circle\n- Add Follow Path constraint to the camera\n- Choose the Bezier circle as the target. This is the first position jump\n\n- Now go into camera view\n- Turn off Lock Camera to view so that you can navigate in the camera view\n- Move the camera view by a small amount. You will notice that the ground grid will vanish. The location of the camera changes dramatically. Up to the point where you reach nand in the location values of the camera.\n\n[afternavigation.blend](afternavigation.blend)\n\n[beforenavigation.blend](beforenavigation.blend)\n\n\n\n\n\n\n\n[2021-04-08 18-09-30.mp4](2021-04-08_18-09-30.mp4)\n\n",
"Some GUI Pannel takes forever to load\nHello,\nOperating system: windows 10\nGraphics card: NVDIA RTX a2000 with latest driver\nIntel I7 with desactivated integrated gpu\n\nBroken: 3.5, 3.6\n\nBlender starting up is very slow\nmore importantly GUI is unresponding ( often around 25 sec ) when accessing to:\n>\"shading\" panel\n>Window explorer ( loading an image texture for example)\n>Material preview mode\n>Display render preview\n>Accessing preferences\n>Rendering window\n\nNo problem for modeling rendering etc. loading theses GUI parts seems to be the only lag itself.\n\nWhat i've tried:\n>Disable all addons\n>Factory user prefs\n>Deleted user pref app data folder\n>Updating driver to the latest version\n\ntried on 3.5. > Still the same\n\nThe lag is present even with the most basic file available\nIt has always been like so since i installed my pc.\n\nThanks\n\n",
"Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n",
"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"
] | [
"Auto-Depth Causing Viewport Lag\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nEnabling \"Auto-Depth\" in Navigation appears to cause 0.5-second delay to all navigation commands (pan, dolly, rotate) in Lookdev, and minor framerate stutters in other viewport modes.\nRendered appears to act similarly to Lookdev, however this is most noticable in Lookdev.\nTried multiple fresh installs, always occurs.\n\nLoad default Blender scene\nIn Preferences, set Auto-Depth on\nSwitch into Lookdev mode. There will be perceptible delay when clicking MMB to navigate.\nBarely perceptible slowdown/stuttering in Rendered and Solid viewmodes.\nSeems to increase in severity with complex scenes.\n\n"
] |
unable to display vertex color correctly in Solid, Lookdev and Render modes
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20
Broken: version: 2.81
Worked:
unable to display vertex color correctly in Solid, Lookdev and Render modes
vertex paint - no overlay:

lookdev:

solid + vertex option:

render:

open the attached blend file and switch trough view modes. Can't find a way to make the vertex appear conistent between painting and result (even disabling overlays in vertexpaint mode)
[vertexpaint_renderbug.blend](vertexpaint_renderbug.blend)
| [
"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\n\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)",
"Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n\n\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)",
"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",
"Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n\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",
"Looks like an eevee limitations with UV maps and attributes\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: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n",
"Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.",
"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",
"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",
"Viewer node draw depth issue in x-ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nViewer node viewport overlay is having some Z-depth drawing issues. Seems to be caused by the X-Ray toggle.\n\n\n\nAdd an object in geometry nodes and view with viewer node\n\n",
"GPencil: Average tool in Vertex Paint mode not working as expected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nThe tool paints colors that exist in points far from the brush's area of influence and sometimes paints unexisting colors.\n\n1. Draw simple strokes with the Solid Stroke material.\n2. In VP mode paint half of it orange and half blue.\n3. try the the Average tool in the half blue area then in the other half.\n4. Now do Paint > Reset Vertex Color.\n5. Try the Average tool again.\n\n<video src=\"attachment\" title=\"Vertex Paint Bug-1.mp4\" controls></video>\n\n",
"Metal: Display of bones in stick mode wrong\nOperating system: macOS M2 Ventura 13.2.1\nGraphics card: M2 GPU\n\nBroken: 3.5.1 and newer\nWorked: with OpenGL backend (see #109389, #108620)\n\n\nBones in Edit mode are displayed wrong when bone display type is set to Stick. In Blender 3.3.7 it looked as usual (see first image). In Blender 3.5.1 and in branch 'blender-v3.6-release' (after calling git pull and rebuilding) it seems broken (second image).\n\nBased on the default startup:\n1. Create a new Armature.\n2. Enter Edit mode.\n3. Set bone display mode to Stick.\nBones are displayed in black (second image).",
"Creating over 2047 instances overrides object color viewport display\n[pointcloud-object-color.mp4](pointcloud-object-color.mp4)\n\n[#93245 cleaned up.blend](T93245_cleaned_up.blend)\n\n**Steps to Reproduce**\n- Open file\n- Toggle switch node or increase the \"False\" value to 2048\n\nAnother file that demonstrates the issue:\n\n\n### Original Report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Beta\n\nIt seems that a geometry node scattering system created on one object can somehow change the display color of other point-cloud type objects, see gif \n\nIf we change the density of a scatter system assigned to this blue object, it can somehow change the display color of the other scatter object with a point cloud type\n\n\nIn file below, enable the node \n\n[bug.blend](bug.blend)\n\n\n\n\n",
"Blender Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.",
"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\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n"
] | [
"Vertex Paint Mode Shows Wrong Colours\nIn Vertex Paint Mode, Blender 2.8 doesn’t show white- and light-coloured areas correctly; instead, these become tinted with the material viewport colour.\n\nExample `.blend` file: [vertex-paint-bug-in-2.8.blend](vertex-paint-bug-in-2.8.blend)\n\nHow Vertex Paint mode should look (Blender 2.79): \n\nHow it looks in Blender 2.8: "
] |
Change active work space to "UV layout" cause crash
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Broken: version: 2.83.6 Beta
Worked: 2.83.5
When there is context mesh in current view layer, change active work space as "UV layout" cause crash
I test with Factory preference , but it seems not solve this issue.
1. open blender default scene, add new mesh cube . (or load saved blend file which include mesh with UV)
2. Change work space "Layout" to "UV Editing" tab.
3. Blender suddenly crash
I test with new scene (then add cube), and load many blend file I have worked with other 2.83 build., for all case, when I change work space to UV layout, it cause sudden crash.
if There is no mesh, then I change work-space as UV layout, after that load mesh, blender not crash, but
with select mesh, then go to edit mode, blender crash .
[blender_debug_output.txt](blender_debug_output.txt)
| [
"Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n",
"Tool 'builtin_brush.Grab/Relax/Pinch' not found for space 'IMAGE_EDITOR'\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: 2.80.75, 4.0.0 Alpha\nWorked:\n\nWhen the active UV Editor tool is set to Grab, Relax or Pinch and the Tool (left) shelf of the UV Editor is opened/closed while not in Mesh Edit mode, a `Tool 'builtin_brush.Grab' not found for space 'IMAGE_EDITOR'` warning (or similar for the other tools) is displayed in the Status Bar and Blender Info Log (or any Info Editor). \n\nThe attached .blend (authored in 4.0.0a) is set up such that all you need to do is open/close the Tool shelf of the UV Editor.\n1. Open the UV Editor\n1. Enter Edit mode on a mesh\n1. Open the Tool (left) shelf of the UV Editor\n1. Set the active tool to Grab, Relax or Pinch\n1. Exit back to Object mode\n - It may be worth noting that the Grab, Relax and Pinch tools now disappear from the UI\n1. Open/close the Tool shelf of the UV Editor\n1. Observe a warning about the tool not being found\n\n\n\n",
"Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n",
"Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n",
"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",
"Region overlap crashes when interacting with action zones\nEnable region overlap user preference.\n\nIn the default 3D viewport, press NKey, then drag on the corner widget. -> Blender crashes.\n\nAttached asan output: [region_overlap_azone.txt](region_overlap_azone.txt), [region_overlap_azone_2020_01_28_update.txt](region_overlap_azone_2020_01_28_update.txt) (found while investigating #46764).\n\nUpdated asan output\n\n\n----\n\nNote: Blender internals aren't well suited of handling regions being manipulated like this while the rest of Blender is being used. We could either prevent interaction during the fade, or disable it since its not really needed.",
"Weird behavior of collapsed area in the preferences editor.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)",
"Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)",
"Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n",
"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",
"Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n",
"Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n",
"Blender crashes 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"
] | [
"(2.83.6 Beta) Crash when switching to Edit Mode\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.6 Beta\nWorked: 2.83.5\n\nCaused by 79945c8126\n\nCrash when switching to Edit Mode,\nor when switching workspace to Modeling, UV Editing."
] |
Adding a subdivision surface modifier with GPU subdivision on slower than off on Linux vs Windows
Operating system: Arch Linux
Operating system: Windows 10
Graphics card: NVIDIA 1080 8GB
CPU: AMD Ryzen 9 5950x
RAM: 128GB
Blender 3.1.2 (Arch Linux package)
Blender 3.1.2 (Arch Linux, built by myself, using pre-built libs)
Blender 3.1.2 (Windows, downloaded from blender.org)
Blender 3.2.0 (Arch Linux, built by myself, 87a3bf33564b035e4c2400098ea4932d5dfdba5d)
Adding a subdivision modifier on a model with GPU Subdivision active is 2x slower than with GPU subdivision disabled on Linux.
On Windows timings are the same.
Also on Linux increasing subdivision level after having added the subdivision modifier with the GPU subdivision active takes almost the same time as adding the modifier, while in all other cases it takes a second or less.
Some timings:
Linux Blender 3.1.2 (Arch Linux package)
GPU Subdivision on: 64s
GPU Subdivision off: 34s
Linux Blender 3.1.2 (my custom build):
GPU Subdivision on: 37s
GPU Subdivision off: 22s
Linux Blender 3.2.0:
Same as 3.1.2 custom build
Windows Blender 3.1.2:
GPU Subdivision on: 25s
GPU Subdibision off: 25s
The above timing were taken like this:
- Ensure GPU Subdivision is on
- Add a Cylinder with 256 sides and a triangle fan as cap
- Add subdivision modifier
- Repeat with GPU Subdivision off | [
"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 \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n|  CPU |  CUDA |  OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"Cycles HIP binaries disabled due to compiler bugs\n### Tasks\n\n- [x] Enable on Windows (#107098)\n- [x] Enable on Linux (#107662)\n- [ ] Enable Radeon VII (gfx906)\n\n### Background\n\nThere are known bugs in HIP compiler that are causing random build failures when making changes to the Cycles kernel. This is preventing developers from efficiently making improvements to Cycles.\n\nCycles AMD GPU rendering were disabled in Blender 3.6 alpha, so that ongoing work like Principled v2 is not blocked. Additionally light tree sampling is not available for HIP in Blender 3.5. We hope this can be resolved later on in the 3.6 release cycle.\n\nRelevant FIXME's in LLVM amdgpu backend (in fact I suspect we hit the same ones back when we were using OpenCL).\nSIRegisterInfo.cpp#L221\nSIRegisterInfo.cpp#L296\n\nMost recent issues:\n#104085 (#104720 )\n#104669\n#104097\nD16714",
"Baking diffuse color takes a lot of time in version 3.0\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.0, 3.0.1, 3.1\nWorked: 2.93.8\n\nIt takes longer time to complete bake diffuse color in version 3.0 compared to 2.93\n\n\n\n[Bake 2.93.blend](Bake_2.93.blend)\n\n[Slow_Bake 3.0.blend](Slow_Bake_3.0.blend)\n",
"EEVEE Cryptomatte Processing Performance\nCurrent implementation uses a single core. During implementation it was always kept in mind that we should do the processing in a threaded way. It should also be possible to render the next sample during the integration of the previous sample in the accumulation buffer.\n\nAnother solution would be to do the sorting on the GPU using compute shaders. [D10913: GPU: Compute Pipeline.](D10913)",
"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",
"Regression: Tiled rendering is not applied to texture baking in 3.x onwards, causing crash on large bakes\nOperating system: Win10\nGraphics card: AMD Radeon R9 280x\nSystem RAM: 32gb\n\nBroken: 3.2.2, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560e7, type: release\n(also tested Daily 3.2.2 and beta 3.3)\n\nWorked: 2.8x, 2.9x, 2.9 LTS\n\nPreviously tile based rendering was applied when using the bake to texture feature, allowing baking to very large canvases. As of version 3.x tiled rendering no longer applies when baking textures and crashes on large canvases. In my case I can no longer bake to a texture larger than 2^14 (16384x16384).\n\n- Open attached file or\n - From a new blend file, delete default cube,\n - switch renderer to Cycles (CPU).\n - Create a plane,\n - switch to UV and create a very large texture (in my case anything larger than 16384x16384, my previously and still working in 2.9x size is 19310x) with float precision and no alpha.\n - Create a new material,\n - remove the principled Shader,\n - connect the color output of a noise texture to the material output Surface,\n - add an Image Texture node and select the previously created canvas. In my case I disable bounces (set all to zero) and set samples to 1, Filtering to Box filtering. \n - Switch bake type to Emit.\n- Hit bake and blender crashes trying to allocate the memory for the render target canvas. Setting Tiled rendering to other sizes does not work either.\n\nNotes:\nI'm prebaking complex noise channels as it dramatically reduces render time on the final texture bake.\nYou may need to create an excessively large target canvas if you have a lot of ram.\nWhen stopping a bake half way through on 2.9x and lower version you can see tile based rendering has taken effect and the sizes declared are used.\nWhen stopping a texture bake on 3.x versions you can see that it is filling the entire canvas at once and not using tile based rendering, no matter what the tile size is set to.\n[bake_crash.blend](bake_crash.blend)\n",
"DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n",
"Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.",
"Proposal for fast high poly mesh editing\nStage 1, Minimize Unnecessary Work\n****\n\nThis should bring Blender's performance back to what we had in 2.7x.\n\nThe first step for this planning will be to perform benchmarks to\nget an idea how much time these operations are taking,\nso we can estimate how much of a speed improvement\nwe can expect to see for each proposed change.\n\nThis can help us prioritize changes.\n\n\nSkip EditMesh to Mesh Conversion\n--------------------------------\n\nBlender 2.7x supported edit-mesh without the creation of an \"evaluation mesh\".\n\nFor Blender 2.8x development it was convenient to always create this mesh\nhowever this adds significant overhead, especially when making interactive mesh edits.\n\nExactly how to do this needs some design discussion with other module owners,\nsince it impacts the:\n\n* Depsgraph.\n* Modifier stack.\n* Render engine API.\n* Python API & file IO.\n\nExact details for this may change.\n\n* **Support Delayed Mesh Creation:**\n```\nInitially this may mean locking the object upon request for an evaluation mesh,\nfor common editing operations there would be no need to create this data.\n```\n\n```\nFor cases where we know the evaluation mesh is needed,\nthe depsgraph could create this.\n```\n\n```\nThe end result should be that locking is avoided in common cases.\nIdeally we could avoid it entirely, however there may end up being some operations\nthat require mesh data that we can't predict ahead of time.\n```\n\n* **Modifier Stack Support for EditMesh:**\n\n```\nSupport deformations without converting to a \"Mesh\".\n```\n\n* **Support edit-mesh for tools & UI code:** Currently which assume an evaluation mesh is present. Listing this here since it's going to take time to go over all uses of\n```\n`Object.runtime.mesh_eval` and find cases which should account for the edit-mesh,\nfor example `stats_object` checks this.\n```\n\n* Multi-Thread EditMesh to Mesh Conversion\n\n```\nThis can use 3 threads, vertices/edges/faces.\n```\n\n```\nSplitting this up further could be done, I'd need to check if this would cause problems copying custom-data.\n```\n\n\nMinimize Data Send to the GPU\n-----------------------------\n\nOne part of this project is to minimize data sent to the GPU after each mesh edit.\n\n* **Selection:**\n```\nWhen changing selection,\nonly the selection state arrays need to be refreshed.\n```\n* **Deformation:**\n```\nWhen moving geometry, only vertex locations need be updated,\nalong with derived data:\nFace centers, normals and possibly UV tangents.\n```\n* **Custom Data Layers:**\n```\nWhen editing a UV layer, the updates could be limited to that layer\nand it's (UV tangents when present).\nThe same goes for Vertex colors and Weight Paint colors.\n```\n\nThis could be achieved by tagging a mesh as requiring data to be updated.\n\nOptimize Edit-mesh to GPU Conversion\n------------------------------------\n\nBenchmark current code, identify any bottlenecks to improve the performance.\n\n//As far as I know, nobody has checked on edit-mesh conversion performance,\nsince for 2.80 release we were mainly concerned with it working correctly.//\n\n\nStage 2, Further Optimizations\n****\n\nThis is mainly to note possible improvements.\n\nThis is only a rough outline, we can re-evaluate this once stage one is done.\n\n\n\nPartial Geometry Updates\n------------------------\n\nCurrently when moving a single vertex, all normals are recalculated and the entire mesh is updated.\n\nThis would avoid two expensive operations:\n\n* Recalculating all normals.\n* Sending all vertex coordinates and normals the the GPU.\n\nWe could support tagging geometry to update, while this would only work for deformations,\nthis could give a significant speedup in the common case of transforming geometry.\n\nAlthough there are complications with having to update connected normals, custom-normals and UV-tangents\nmaking this a less straightforward task.\n\n\nBMesh Support in the Modifier Stack\n-----------------------------------\n\nAvoid unnecessary BMesh conversions by allowing modifiers to pass BMesh data between modifiers.\n\n\nMulti-Object Edit-Mode\n----------------------\n\nCurrently there aren't many optimizations relating to multi-object edit-mode.\n\n* Every undo step includes all editable objects.\n\n```\nThis can be optimized only to include tagged objects.\n```\n\n\nMulti-Threaded Conversion\n-------------------------\n\nThere are some difficulties with OpenGL and threading,\nso the gains here might be limited, or better left until we move to Vulkan which handles this better.\n\nThe gains for edit-mesh aren't large unless the users is editing many meshes at once.\n\nListing this for completeness.\n",
"Toggling Autosmooth changes evaluated bbox `obj.bound_box` when SUBSURF mod (using GPU subd) is present\nOperating system: Linux-6.2.0-76060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.5.0\nWorked: -\n\nOn a mesh object with a SUBSURF mod active (using GPU Subdivision), the (evaluated) bounding box at `obj.bound_box` will only produce the correct coordinates when `obj.data.use_auto_smooth` is enabled. Otherwise it will be produce the coordinates of the original mesh bounding box, even though the evaluated mesh is clearly smaller, and so the bbox should be too.\n\nThat makes relying on `obj.bound_box` impossible, when working with the bounding box and assuming it represents the evaluated mesh object.\n\nInterestingly, boolean mods don't share this behavior, the bbox created using booleans, works properly with either auto smooth setting.\n\nSee watch?v=KKnWbRL5h7o for demonstration\n\n\n* open the attached blend file\n* toggle Autosmooth and see the bound box change, even though the evaluated mesh displayed does not change at all.\n\n",
"New automatic vdb sampling longer meshing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 9)\nWorked: Version before automating raymarching vdb system, old type raymarcher\n\nBefore the new raymarching automatic system, the vdb density parsing and the vdb meshing was really faster. The first rendering time took 4-8 sec and re-rendering after took for this pre-processing just 3-4 second. Now each time it's took for my scene 16-20 sec of pre-processing (auto mode). With custom settings for ray step lowers of few this time (1-2 sec) but the result is bader than before with old raymarcher. If use clipping, the result start to be like blocks / pixel art than the old raymarcher not done this but speedup rendering.\n\nSo great to have control by vdb objects (and have vdb objects) but the step size with same step size than the old raymarcher not produce the same result and is longuer to pre-process. Clipping do blocking effect quite rapidly. With default rendering vdb parameters, the result is good but when need to optimise, the optimisation method done directly blocking result. It's more a return than really a bug, performance / quality return.\n\nJust playing with clipping or ray step and render.\n\n[Debug_VDB.blend](Debug_VDB.blend)\n\n",
"Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n",
"PBVH task scheduler performance issues\nThis is a task to investigate a possible issue in the PBVH task scheduler. \n\n**Issues**\n - Some users report bad performance in sculpt mode, while others can work without problems on really high poly meshes with similar hardware.\n\n - On my main computer, brush strokes with TBB disabled feel more responsive regardless the mesh vertex count. When TBB is enabled, strokes usually stop generating new samples in the middle of the stroke or take a fraction of a second to start. I know this is happening to some other users. \n\n - Simple operations that need to loop over all vertices on high poly meshes are extremely slow for no specific reason. (doing x = 1.0f - x on a 25M elements array often takes up to 5 seconds). When the operation is more complex (like updating the normals or updating the nodes on the GPU), this can take minutes to finish. \n\nWe are not getting the reports of people that may be affected by this issue because most of them assume that Blender sculpt mode performance is just bad by default, so I can't tell if this is a problem with a specific configuration of hardware/software or a general problem in how the scheduler works. It would be nice to have more data from this test (and sculpt mode performance in general) on different hardware/software configurations to have a better understanding of how we can improve it. \n\n**How to test:**\n\n - Apply this patch: [P1202](P1202.txt)\n - Add a cube, subdivide N number of times and apply\n - Enter Sculpt Mode\n - Run \"Invert Mask\" (press A + drag left)\n\n\n**My results**\n\nOperating system: Linux-5.4.2-1-MANJARO-x86_64-with-glibc2.29 64 Bits\nCPU: Intel i7 6700K @ 4.00GHz x 8\nRAM: 32GB\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nSubdivide default cube N number of times:\n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|---------|\n| 11 | 25165826 | 7596 | 2.474073 | 0.571511 | 432.90% |\n| 10 | 6291458 | 1920 | 0.307948 | 0.159395 | 193.20% |\n| 9 | 1572866 | 464 | 0.111459 | 0.096845 | 115.09% |\n| 8 | 393216 | 112 | 0.002289 | 0.007297 | 31.37% |\n\n\nSubdivide default cube 6 times, use multires to N level.\n\n| Level | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|-------|----------|------------|------------------|-------------------|---------|\n| 6 | 26763264 | 3696 | 1.076635 | 0.322183 | 334.17% |\n| 5 | 7102464 | 912 | 0.074586 | 0.113303 | 65.83% |\n| 4 | 1990656 | 232 | 0.012938 | 0.048273 | 26.80% |\n| 3 | 614400 | 56 | 0.004059 | 0.012778 | 31.77% |\n\n\nAs you can see, a simple loop over all vertices in the mesh is way faster on my setup with TBB disabled.\n\nIf I change the ##LEAF_LIMIT## in ##pbvh.c## to 100000 (x10) in order to increase the amount of work each node has and reduce the number of total nodes: \n\n| N Subdivisions | Vertices | PBVH Nodes | TBB ON (seconds) | TBB OFF (seconds) | DIFF |\n|--------------|----------|------------|------------------|-------------------|--------|\n| 11 | 25165826 | 760 | 0.106868 | 0.210985 | 50.65% |\n| 10 | 6291458 | 184 | 0.029088 | 0.105376 | 27.60% |\n| 9 | 1572866 | 56 | 0.007168 | 0.029653 | 24.17% |\n| 8 | 393216 | 8 | 0.002261 | 0.006321 | 35.77% |\n\nIf we compare the two results with TBB on:\n\n| Vertices | 1000 LEAF_LIMIT (default) | 10000 LEAF_LIMIT (new) | Perf. gain |\n|----------|-----------------|------------------|------------|\n| 25165826 | 2.474073 | 0.106868 | 2315.07% |\n| 6291458 | 0.307948 | 0.029088 | 1058.68% |\n| 1572866 | 0.111459 | 0.007168 | 1554.95% |\n| 393216 | 0.002289 | 0.002261 | 101.24% |\n\nIt seems like if we avoid starting TBB with a large number of nodes the performance improvement is huge. Increasing the leaf limit makes these kinds of operations up to 23 times faster, but that would be like disabling multithreading for small brush strokes.\n\n- Is there a way to fix this in the scheduler?\n- Can we do something like sending small chunks of nodes to TBB instead of starting the loop with 7000 nodes at the same time?\n- Can we find a better optimal leaf limit to get a better workload per core suitable for modern processors by comparing the results on different hardware? Dyntopo leaf limit is in 100 elements, which I think it does not make much sense. ",
"View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n",
"Sculpt Trim tools are very slow\nOperating system: macOS Mojave 10.14.6 \nGraphics card:\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25) & Version 2.92.0 (2.92.0 2020-12-27)\nWorked: n/a\n\n\nUsing Box Trim is very slow. If you use the tool and then switch to another program like a web browser before the task is done, Blender becomes unresponsive and you have to force quit it.\n\nSee video of the slowness.\n\n[boxtrim.mov](boxtrim.mov)"
] | [
"GPU subdivision: Bad performance with viewport statistics\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha.\nAlso broken in 3.1.0 Stable release.\nWorked: None i can find.\n\nI'm getting bad perfomance when using Modifier stacks and GPU Subdivision are enabled.\nthe video are recorded on 3.1 stable release, issue also occurred on 3.2 alpha. \nRepro scene are attached.\n[ModifierStack_GPUSubdiv_BadPerformance.blend](ModifierStack_GPUSubdiv_BadPerformance.blend)\n[blender_ksRjvVXVIX.mp4](blender_ksRjvVXVIX.mp4)\n\n\n1. Open the scene file and try to change the Bend Angle on Simple Deform modifier.\n2. Now Toggle the GPU Subdiv settings and repeat step one.\n3. There's should be a performance difference when GPU Subdiv are enabled.\n\nor just watch the attached video of a flailing magazine \n\n"
] |
Hi, I get this error
**System Information** in the attach files, Thanks
Operating system:
Graphics card:
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Based on the default startup or an attached .blend file (as simple as possible). | [
"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 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n\n\n",
"Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.",
"Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n",
"Blender 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",
"Recover Autosave breaks library paths\nBroken: version: 4.0.0 Alpha\n\n- Download both files, next to each other: [cube_linked.blend](attachment) [cube.blend](attachment)\n- Open cube_linked.blend to verify that it's valid the way it is. It links a collection from the other file.\n- File->Recover Autosave->Browse cube_linked.blend\n- Library path is broken, pop-up error about missing IDs.\n\n<video src=\"attachment\" title=\"2023-09-15 19-47-38.mp4\" controls></video>\n(The 2nd error pop-up here is from an add-on, but I tested the bug after disabling add-ons and restarting Blender as well.)\n\n",
"Error reporting in modifiers\n[D11591: Alembic: import arbitrary attributes](D11591) adds some error reporting for attribute reading. It would be nice to formalize this, and extend it to be applicable in other areas, Alembic I/O or otherwise.\n\nOne area of improvement would be to stop outputting to the console while telling users to look it: on some platform, or depending on how Blender was started, there may not be a console readily available, and Blender would need to be restarted with a console.\n\nThis can fixed by using `ReportLists` where applicable.\n\nFurther, modifiers should have the ability to carry multiple error messages as multiple things can go wrong (e.g. if multiple attributes could not be imported, we should have one error per attribute). This would be the responsability of modifier type. [D15492: Modifiers: add a callback to copy the error message](D15492) introduces some API for modifiers to manage their own errors.\n\n----------------\n\n**Discussion summary**\n\nRather than [D15492](D15492), extend `ModifierData` with an optional `ReportList*` which would help differentiate between info/warning/error, and have it all displayed in the UI generically.\n\nSee [P3197](P3197.txt) for a quick implementation. Here is an example, based on [D11591: Alembic: import arbitrary attributes](D11591):\n\n",
"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)",
"Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n\n[system-info.txt](system-info.txt)",
"Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear",
"EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n",
"OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n\n\nError on 2.93.18\n\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n",
"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",
"Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)",
"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"
] | [
"Hello good! I present the following fault.\n**System Information** \nOperating system: MacOs Catalina 10.15.7\nGraphics card: Intel HD Graphics 4000 1536\n\n**Blender Version** Version 2.93.5 (2.93.5 2021-10-06)\nBroken: (Version 2.93.5 2021-10-06, as found on the splash screen)\nWorked: (Version 2.93.5 (2.93.5 2021-10-06))\n\n**The render view does not work for me and it closes when I click on Viewport Shading, it was always working correctly and suddenly it crashed or something similar.\nI would like your help in this regard.**\n\n",
"Hi, I get this error\n**System Information** in the attach files, Thanks\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)."
] |
Library Override: Linking a second object clears override on previously linked object
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35
Broken: version: 2.81 (sub 15)
Worked: never (new feature)
When linking a second object from external file, the override status of a previously linked object is cleared
Use attached "overrideLib.blend" file for linking objects:
[overrideLib.blend](overrideLib.blend)
1- open blender
2- link collection "CollectionCube" from "overrideLib.blend"
3- create an override for armature "ArmatureCube", we can see the override is properly created for the armature object

4- link collection "CollectionSphere" from "overrideLib.blend", we get the following state where override for ArmatureCube has gone

Side notes:
- it's unclear why when creating an override for an armature (step 3), we're getting an override for the containing collection and the objects contained in that collection
- if we first link both collections and only then create overrides, we are getting things as expected:

| [
"Active pose bone override not taken into account in bpy.ops.constraint.move_up()\n`bpy.ops.constraint.move_up(ctx, constraint=\"FOOBAR\", owner='BONE')` returns cancelled if the Pose Bone is not the active bone, despite all related context members are overriden:\n\n```Py\n ctx = bpy.context.copy()\n ctx['constraint'] = con\n ctx['active_bone'] = bone\n ctx['active_pose_bone'] = pbone\n ctx['selected_bones'] = [bone]\n ctx['selected_pose_bones'] = [pbone]\n ctx['selected_editable_bones'] = [pbone]\n```\n\nIt only works if the corresponding bone is really made active using `ob.data.bones.active`\n\n\nSample setup: [bug_active_pose_bone_override.blend](bug_active_pose_bone_override.blend)",
"Making a linked asset datablock local does not clear the asset status\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\nCurrently when linking an asset datablock from a library, making the datablock local does not clear the asset status, creating a new asset implicitly.\nNot so much a bug, but I just talked with Julian Eisel about this and he agrees that this should behave differently.\n\n- link to material asset from a library file\n- localize the material datablock\n\n",
"Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n",
"Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n",
"After duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\n\nBroken: `master` branch\nWorked: Don't know if it ever worked\n\nAfter duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\n\n**Steps to Reproduce**\n\nIn a new blender project, add a new collection. Add a cube to the collection. Add a rigidbody to the cube. Verify that playing the simulation causes the object to fall under gravity.\n\nCopy and paste the cube to create a new cube inside the collection. Move the new cube so both are visible. Verify that playing the simulation causes both cubes to fall under gravity.\n\nIn the outliner right-click on the collection and select \"Duplicate Collection\". Move the two new cubes so all four cubes are visible. Run the simulation.\n- The two cubes in the original collection will fall under gravity.\n- The two cubes in the duplicate collection do not move and are not affected by the simulation.\n\n \n\nIt appears the two cubes in the duplicated collection are not added to the RigidBodyWorld collection.\n\n",
"Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n\n\n5. Undo, set persistent base again and then sculpt\n\n\n\n6. Then sculpt on a different area and the layers are merged:\n\n\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n",
"Joining curves overrides other materials\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nJoining two or more curve objects together will result in the curves being assigned the active object's material rather than keeping the material assigned to their points. \n\nOpen the below file:\n[curve_material_bug.blend](curve_material_bug.blend)\nUse Ctrl+J to join the two curves together. \n\n",
"Python API : OBJECT_OT_convert can't be fully abstracted from context with override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 2.93.5\nIt didn't work in latest Beta build either.\nWorked: I don't think it ever worked otherwise ?\n\nOverriding the context of an operator with a dictionary enables us to call them from pretty much anywhere in the code without having to make sure the context is correct (selected objects, active object, called from a particular editor, etc.)\n\nHowever the `OBJECT_OT_convert` called with `bpy.ops.object.convert` operator still requires an active object to be selected to function with an override, which defeats the purpose of using an override.\n\nIt is explained quite thoroughly in this BSE Q&A 86891\n\nScript to reproduce in an empty file :\n\n```\nimport bpy\n\nbpy.ops.curve.primitive_bezier_curve_add()\n\n# Commenting these 2 lines removes the RuntimeError (context incorrect) on last line\nbpy.context.active_object.select_set(False)\nbpy.context.view_layer.objects.active = None\n\nbpy.ops.object.convert({\"selected_objects\": bpy.data.objects}, target=\"MESH\")\n```\n\n",
"Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n",
"Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\n",
"Recursive Purge Orphans datablocks on file save\nFully deleting datablocks from a blend file doesn't happen as easily as most users might expect, since \"delete\" is often used in the UI when \"un-link\" is what is actually meant. This can cause a lot of confusion and uncertainty during production. Proper deletion of datablocks requires that they are first un-linked, then they can be purged via File->Clean Up->Recursive Unused Datablocks. This works beautifully, and I would like to propose adding an option to have this operation executed after existing deletion operators. For example, after deleting a collection of objects, it would then also delete everything that was used only by those objects, such as their mesh and shape key datablocks, materials, actions, textures, etc.\n\nMy previous proposal was to have an option to execute Recursive Purge only on file save, which seemed to make sense to everyone I talked to at the time. (@dr.sybren @mont29 @JulianEisel @SimonThommes ) \nI still think that solution would be a step forward, but the new proposal above would achieve the same goals in an even more foolproof way. \n\n### Use case\nCurrently, this can very easily happen:\n- Animator duplicates an overridden character. All its objects get a .001 suffix.\n- Animator deletes that copy, saves their file, and later re-opens it. Only one \"layer\" of unused objects has been cleaned, so there can still be orphan object datablocks lying around unseen.\n- Animator duplicates the character again. Now the number suffix of their objects are all over the place. Some of them have .001 and others have .002.\n\nAs they continue working and duplicating characters, the old, unused objects slowly get deleted, and the name suffixes really get all over the place. It's not nice to get your objects names all mixed up like this, as things get really confusing when trying to troubleshoot problems in a production file, since everywhere where one object references another, the mismatching suffixes give the troubleshooter anxiety and uncertainty. The only way to avoid this currently is to tell the entire production team to always run a recursive Purge after deleting anything, which is very error-prone. \n\n\n### Potential issues\n\n- ~~The current recursive purge purges Text datablocks, which is bad because they don't have the possibility of a \"Fake User\", so they should be excluded (or better yet, be included in the \"fake user\" system, and get a fake user by default). ~~ (Fixed by [D10983](D10983))\n- Actions don't have fake user enabled by default. The long standing issue of Action datablocks \"disappearing\" on users and making them lose hours of work if they forget to click Fake User would be exacerbated by this change. This could be trivially fixed by giving Actions a fake user on creation, and forcing users to clean up their unused Actions themselves.",
"Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)",
"Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n \n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n"
] | [
"Library Override dissabled after re-instancing same collection in different scene. \nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 15)\n\nWhen linking the same collection to multiple scenes using library overrides, the \"chain with an arrow,\" icon next to the objects disappears, and the UI doesn't recognize it as an override (IE: No blue property boxes).\n\nI've only tested it on small test scenes, so I don't know all the side effects of this, but one side effect that I noticed is that if you change the origin of an object in the original library collection, then the objects with the override icon will stay in the same location (as they should), but objects that lost the icon will be adjusted so that their new origin is at the same point the old origin is.\n\n1. Create a library file with a collection.\n2. Create another file and link the collection from step 1.\n3. Make library override of that collection\n4. Create another scene, link the collection, and make it an override.\n5. Go back to the first scene and there is no longer a chain + arrow next to the objects. \n\n"
] |
Normal Map - Tanget Space - Baking Issue
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98
Broken: version: 3.3.1
There are weird artifacts in baked tangent space normal map with only Diffuse BSDF shader connected to Output.
When baking bevel node to texture (*2), I assume, that only sharp edges are baked into normal map, but it bakes also unwanted smooth edges.
I did a test, when only diffuse BSDF shader is connected to output without bevel node (*1). Now I assume, that only average normal is baked, but no. On the same areas, where smooth edges are baked with bevel node, there are weird artifacts in average normal bake without bevel node. They are visible just in very high contrast image. But these artifact are resulting bad compression in game engines. And besides this scene, they occur far more in complex shapes.
And maybe these artifacts are related to unwanted smooth edges baked with bevel node? Or it's just a problem with normals?
Thanks for your attention.
Keep up the good work!
Jiri P.


[normal_bake_test.blend](normal_bake_test.blend) | [
"Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)",
"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\nWith Noise switched off:\n\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",
"Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.",
"Geometry Nodes: Outline for volume is too big/excessive\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.1\n\nOn the left is voxelized volume from GN. Outline is too far from any sane boundary of voxel grid.\nOn the right is mesh with same volumetric shader.\n\n[v.blend](v.blend)\n[2022-10-11_05-17-43.mp4](2022-10-11_05-17-43.mp4)\nAll this looks like mistake in size calculation.",
"Scrambling distance shows a volume grid in the firsts sample\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nWeird blocky artifacts with PMJ in the firsts samples while using a high sample count.\nHere's a video to better explain this with the normal behaviour at the beginning.\n[2022-09-15 17-54-48.mp4](2022-09-15_17-54-48.mp4)\n\n- Open Blender\n- Import an OpenVDB file\n- Desactivate Noise Threshold in Cycles\n- Use the PMJ pattern \n- Check \"Automatic\" and \"Viewport\" in Scrambling distance\n\n[Based on the default startup]\n\nHere's a VDB file to test this out: [cloud_01_variant_0000.vdb](cloud_01_variant_0000.vdb)\n\n",
"Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)",
"Bmesh module does not support smooth shading / split normals\nBroken: 2.75 RC2\n\nBMLoop.calc_normal() returns normal for flat-shading, regardless of applied shading.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nRun the following script, both APIs should give the same normals, but Bmesh module returns the same for all 3 objects.\n\n```\nimport bpy\nimport bmesh\n\nscene = bpy.context.scene\nfor ob in scene.objects:\n ob.select = True\nbpy.ops.object.delete()\n\nbpy.ops.mesh.primitive_cube_add(location=(0,3,0))\ncube1 = bpy.context.object\n\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\nbpy.ops.object.shade_smooth()\ncube2 = bpy.context.object\n\nbpy.ops.mesh.primitive_cube_add(location=(0,-3,0))\nbpy.ops.object.shade_smooth()\nbpy.ops.mesh.customdata_custom_splitnormals_add()\ncube3 = bpy.context.object\n\n# no difference\ncube1.data.use_auto_smooth = True\ncube2.data.use_auto_smooth = True\ncube3.data.use_auto_smooth = True\n\ncube1.data.calc_normals_split()\ncube2.data.calc_normals_split()\ncube3.data.calc_normals_split()\n\nbm1 = bmesh.new()\nbm1.from_mesh(cube1.data)\nbm1.faces.ensure_lookup_table()\n\nbm2 = bmesh.new()\nbm2.from_mesh(cube2.data)\nbm2.faces.ensure_lookup_table()\n\nbm3 = bmesh.new()\nbm3.from_mesh(cube3.data)\nbm3.faces.ensure_lookup_table()\nbm3.normal_update()\n\nprint(\"Standard API:\")\nprint(cube1.data.loops[0].normal, \"Flat\")\nprint(cube2.data.loops[0].normal, \"Smooth\")\nprint(cube3.data.loops[0].normal, \"Smooth\")\nprint(\"---\")\nprint(\"Bmesh module:\")\nprint(bm1.faces[0].loops[0].calc_normal(), \"Flat\")\nprint(bm2.faces[0].loops[0].calc_normal(), \"Smooth\")\nprint(bm3.faces[0].loops[0].calc_normal(), \"Smooth\")\nprint(\"------\")\n```\n\nNote: Standard API could be used instead, but there's no RNA method for triangulation (only modifier and operator). Mixing Bmesh module and standard API seems unsafe (and there's no direct access to loops in bm). Object.to_mesh() could use support for triangulation, hence quad_mathod / ngon_method to improve the situation.",
"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\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 |",
"Booleans causing shadow artifacts in solid render mode\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\n\nI built up a random shape using a bunch of booleans via the box cutter addon.\nThis seems to have introduced artifacts when the shape is viewed from certain angles.\n\nThe artifacts remain when applying all the modifiers. I also tried to reset various edge data like bevel weight and crease without any effect.\nAdding a triangulate modifier however cleans it up, so maybe something about the automatic triangulation is off.\n\nI compared the output with the stable release: It also shows artifacts but they look slightly different, at least with my current configuration.\n\nv.2.93.1\n\n\nv.3.0.0 (see version info above)\n\n\nIn motion from another angle, showing convergence on a point and something that looks like an [even/odd fill rule](Even%E2%80%93odd_rule) of a shape being used to draw the shadow:\n[streaks.mp4](streaks.mp4)\n\n\nI cannot offer concrete steps; my default file also has certain settings already applied.\nHere is the file that may help show the issue: [shadow-streaks.blend](shadow-streaks.blend)\n",
"Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n\n\n",
"Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n\n\n",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\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: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Rendered Object Blurs if Auto Smooth Normals Turned On or Edge Split Modifier is Added\nOperating system: macOS Monterey Version 12.3.1\n\nGraphics card: Intel Iris Plus Graphics 1535 MB\n\n(Though I ran this animation though SheepIt Render Farm (animation below), and just about all the frames had the bug.)\n\nBroken: Blender 3.0.1 and Blender 3.2.1.\nWorked: Never\n\n\nObject looks blurry if Auto Smooth Normals is turned on or and Edge Split Modifier is added. \n\n\n\n\n\nIt looks fine Auto Smooth Normals turned off and no Edge Split Modifier (doesn't look as good in many cases). \n\n\n\nOf if you apply the Edge Split Modifier (looks fine in this case, but not ideal as it's a destructive process). \n\n\n\nHere's the bug in a video render:\n\n[V02 Vid0001-0065.mp4](V02_Vid0001-0065.mp4)\n\nObject is parented to a bone, which has a Child Of constraint of a different armature's bone. (As a test, I created another armature with a single bone, and switched the Child Of constraint to this new armature, and the bug still happened.) \n\n\n[Testing Area V1.blend](Testing_Area_V1.blend)\nUse the attached stripped down Blend file. \nTurn on Auto Smooth Normals or add an Edge Split Modifer and then render. \n",
"Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n|  |  |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.",
"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\n\nCycles:\n\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n"
] | [
"Visible wireframe artifacts after baking normal map with bevel shader (2)\nOperating system: Windows 10 Pro\nGraphics card: Radeon(TM) RX 460 Graphics\n\nBroken: 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release\nWorked: do not know\n\n\nWire-frame like artifacts on the baked normal map when using bevel shader node\n\n1. Open provided .blend file\n2. Select the half_sphere object\n3. In \"Render Properties\" panel in the \"Bake\" section press \"Bake\"\n4. Replace the normal input of the Principled BSDF node with the newly baked normal map\n5. Preview the normals on the half_sphere and plane objects\n\n**Long description of error**\n\nIt seems to me that the bevel shader node is affecting the normals across the all shading points on the surface and not just at the place where there is beveling,\nwhich produces easily visible artifacts that follow the mesh wire-frame, especially when using high gloss values.\n\nIn the image bellow and in the blend file normal map is shown on a plane to see the issue more easily:\n\n\n\nBut the issue is visible on the model itself and persists when working with other models and blend files:\n\n\n\nNormal map exaggerated with levels in PS for illustration:\n\n\n\n\n\nClearly visible artifacts in the places where normals should be flat (pointing up) and shouldn't be affected by the bevel node.\nThis is why i think (i might be guessing too much) this is the same issue as in T61916. But the OP never responded to clarify the issue.\n\nAs i tried to work around this issue i also found out:\n\n1. Artifacts are also visible when baking with low-poly, high-poly and averaged cage setup\n2. Artifacts are **not visible** when baking object space normals\n\nWhich is really not a viable option since there is no multi-sampling when baking in blender, and we get other kind of artifacts where normals should simply be flat.\nBelow is object space map rebaked to tangent space map\n\n\n\n3. When i subtract world normals from geometry node with world normals from bevel node i saw this:\n\n\n\nWhich at first seems as expected result, but when i added gamma node after the vector math node:\n\n\n\nResult above suggest to me (i am just guessing as a layman) that the range of bevel shader node effect on the surface normals is quite wider then it should be. Setup i used is provided in \"Collection 2\" of the blend file.\n\nSo is this a bug, an unavoidable side effect of bevel shader, or it can be improved so this effect is masked and doesn't affect places where normals should remain flat?!\n\n[bevel_shader_bug.blend](bevel_shader_bug.blend)\n"
] |
Vertex Paint face selection display error with Triangulate
Operating system: Windows10
Graphics card: Radeon R7 M370
Broken: 2.80 2.81a 2.82
Worked: 2.79
When using Vertex Paint with face selection active on an object using the Triangulate modifier the selection becomes invisible by painting (selection is still active, this bug doesn't affect the functionality of the Vertex Paint tool)
Take some mesh object (tried with a subdivided cube)
Add Triangulate modifier
In Vertex Paint enable the face selection
Select some faces
Paint
- The selection disappears but not its behaviour
Deactivating the Realtime view for the Triangulate modifier solves the problem
It's just a minor bug and I have a gut feeling I understand its reason
A hug to all devs stuck home | [
"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.",
"vertex paint sample color not working as intended.\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha\ncommit date: 2021-11-14 00:26 hash: 7e82c840b7a4\nbuild date: 2021-11-15, 00:51:48\n\n**Short description**\nVertex color that is sampled changes.\nChange in sample color after moving mouse over panel\n\n**Steps to Reproduce**\n- Go into Vertex paint mode. (make sure viewport shading mode is set to rendered)\n- Select an object then press s to sample a vertex color and left click the mouse (to add to palette)\n# move the mouse over panel (selected color will be changed)\n\nThis seems to happen when you move the cursor over any part of the U.I.\n\n[Vcol.blend](Vcol.blend)",
"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",
"New Dyntopo Functionality\nThese are the features planned after the new Dyntopo optimisations and features in #82121 are done. The idea is to fully support Dyntopo in all features that were introduced in the last 5 versions of Blender, while introducing some new features that only make sense with Dyntopo.\n\n- Make geometry undo steps compatible with Dyntopo for\n - Voxel/Quadriflow\n - Trimming tools\n - Delete Face Set\n - Mask Slice\n\n- Make mask extract work with dyntopo.\n- Add an option to skip dyntopo topology updates per brush\n- Detail Flood Fill by Face Set.\n- Make Trimming tools flood fill the new face set with dyntopo detail size.\n- Investigate a new algorithm for smooth that has consistent strength between different mesh densities.\n- Option to enable Dyntopo in Draw Sharp, Grab and Smooth (if possible, these brushes needs original coordinates).\n- Option for the cloth, pose and boundary brushes to update the topology of the deformed area after the action is finished.\n- Unify the detail size of dyntopo and voxel to make them generate detail at similar resolutions.\n- Make project gesture tools update the topology after the action, making them automatically collapse the highly deformed edges.\n- Face Set extrude tool (can be mode option of Face Set edit, but I would rather have a separate operator).\n- Mask by detail size tool.\n- Init Face Sets by detail size.\n- Detail flood fill to average detail size.\n- Face Set split option for the Face Set line gesture tool.\n- Geometry Eraser brush (investigate if it is possible to make it erase from the center of the mesh, not only from the silhouette boundaries).\n- Insert geometry brush.\n- Edit Dyntopo detail size operator \n- Make Dyntopo generate geometry based on Sculpt Vertex Colors instead of edge length (areas with more color detail will have more geometry)\n- Dyntopo simplify by Sculpt Vertex Colors\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",
"Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)",
"Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n",
"Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone",
"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",
"Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n",
"Debug build BM_mesh_triangulate() will hang forever if mesh face count is high.\nOperating system: Xubuntu 20.04\nGraphics card: NVidia K5100M\n\n\n**Broken ONLY WITH `Debug` build**: Blender 3.0.0 Alpha (It should have been broken way earlier)\nWorked only with `Release` and 'RelWithDebInfo' build: Blender 3.0.0 Alpha\n\n\nThe call to `BM_mesh_triangulate(bm, quad_method, ngon_method, 4, false, NULL, NULL, NULL)` does not exit on some bigger meshes. Specifically, it seems to have been stuck inside `BM_face_kill(bm, faces_double->link);`.\n\n(if you call it with bmesh `op` and `slot_in/out` arguments it will run properly)\n\n\n1. Open 0_rougue_bucket.blend provided below.\n2. Add -> GPencil -> Scene Line Art **OR** go into sculpt mode and enable dynatopo (where it uses the same triangulation call).\n\nOn my machine the bucket runs fine with subdiv levels 1-2 and above 3 the bug shows. The subdiv value in that file is 3.\n\nNote that the bug is only reproducible in `Debug` build. Seems that function doesn't like meshes that has face count higher than a certain amount...\n\nMy guess would be there's a lot of checks in debug code path in the function, somewhere it reaches a case where the memory pool gets corrupted. It never quits, in the task manager, memory doesn't show any changes at all. (It's way below my 32G system memory so it can't be there being not enough memory).\n\nSince this triangulation call is related to sculpt as well so I'm gonna ask if this happens to @PabloDobarro in debug build...\n\n[0_rouge_bucket.blend](0_rouge_bucket.blend)\n\n",
"Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n",
"Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be.",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n"
] | [
"Weight paint: Selected faces are not displayed with the wireframe modifier\nBroken: version: 2.82 (sub 7)\nWorked: 2.79b\n\nSelected faces do not match those displayed with the wireframe modifier\n[5e83e2bc9fb8ad4c6fdcb0569b153ad6.mp4](5e83e2bc9fb8ad4c6fdcb0569b153ad6.mp4)\n\n- Open attached file\n- Disable and enable the wireframe modifier.\n[weight_face_triangulate_bug.blend](weight_face_triangulate_bug.blend)\n"
] |
Generating Correct Number of UDIMS but Repeating Chosen Texture
Operating system: Windows 10
Graphics card: AMD Radeon RX 5600 XT
Broken: 3.12
Worked: 3.0
When working with the UDIM tiles, it loads all the correct number of tiles but repeats the loaded texture onto each tile. Renaming textures into different schemes (I.E. "1001_Basecolor" to "Basecolor.1001") did not work.
From standard startup file, go to the image editor window. Create a new UDIM tile texture. It doesn't matter if it's 32-bit float, or not. go to the "N-Menu," and into the "image" tab. select a UDIM tile in a list. It should open the exact amount required, but fail to display any other tile but the one selected.[2022-05-24 10-28-09.mp4](2022-05-24_10-28-09.mp4) | [
"Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too",
"Cycles: adaptive sampling improvements\n- [x] Optimize PMJ pattern generation, and generate more samples\n- [x] Solve issues with combined CPU and GPU not using the same amount of samples. Possibly by using a higher adaptive step for both CPU and GPU.\n- [x] Render multiple small times at the same time for GPU, to allow adaptive sampling to stop and match CPU without too much performance impact.\n- [x] Denoising can detect patterns due to adaptive sampling only working per tile. (#79190)\n\n- [ ] Detect errors in larger windows or using some hierarchical methods, as the simple 3x3 window fails for noisy scenes \n- [ ] Analyze different error metrics, and consider adding some user control over this",
"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",
"VSE: Separate images does not handle resolution correctly\nOperating system: Windows 11 Home 64 bit\nGraphics card: NVidia GeForce 2060 RTX SUPER\n\nBroken: 3.0.1\n\n- Add image sequence to VSE where each image has different resolution\n- Separate images to discrete strips\n\nCheck resolution of separated strips - they are all same, but they should not be.\n\n\n\n\n\n\n\n",
"Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)",
"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\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",
"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\n\n\n\n\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)",
"Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n\n\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)",
"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 ",
"Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!",
"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",
"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",
"alembic exporter is changing material names.\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\nopen file:\n[alembic duplicate material after import.blend](alembic_duplicate_material_after_import.blend)\n\nselect cube (not that it's material is named material.003\nexport cube as alembic with the following options:\n\nhide the cube\nre-import the alembic\nnote the material on the new cube is called material_003 and therefore a new material is created instead of using the correct material (material.003)\n\nThis is extremely problematic considering blender automatically adds '.###' to the end of all duplicates.",
"Image Texture sampling by int X and Y pixel indices\nImplement the ability to sample an image not only by the position vector, but also by the pixel coordinates.\n\nSince this implies some simplification of the already implemented code, it would be convenient to either reuse the existing sampling code for another node, or switch the mode of operation in the original node. The variant of the `image_closest_texture_lookup` method for `ImageFieldsFunction` with integer support looks as close as possible.\nThis also implies, there is no need for interpolation methods."
] | [
"Loading UDIM from file is broken if opening into an already loaded tiled image\nOperating system: Windows 10 64\nGraphics card: nvidia geforce RTX 2070 super\n\nBroken: 3.1.2, 3.2\nWorked: 3.0.1\n\nExposed by 180b66ae8a\n\nWhen loading UDIM images from file in Image Editor only first image to all tiles load.\n\n- Load a tiled texture normally\n- Open up the Image side panel and attempt to load another tiled image (either the same one or different)\n- This method of opening incorrectly uses the raw file name instead of the tokenized form leading to incorrect results"
] |
Operator annotations broken for factory methods from `.as_module()`.
Operating system: Linux
Graphics card: Intel
Broken: 2.93.0, Python 3.9.5
Worked: 2.92.0, Python 3.7 and 3.9
In Blender 2.92, with both Python 3.9 and 3.7, it was possible to create and register operators dynamically using a factory method from another file:
```
# Factories.py
class OperatorCategory:
@classmethod
def MakeOperator(cls, *args):
class _GeneratedOperator(bpy.types.Operator):
bl_idname, etc = ..., ...
return _GeneratedOperator
```
```
# SomeAddon.py
Factories = bpy.data.texts["Factories.py"].as_module()
SomeOperator = Factories.OperatorCategory.MakeOperator(*SomeArgs)
```
In Blender 2.93.0, with Python 3.9.5, this behaviour is broken.
The operators get created and can be registered, but they are rendered useless as their (property) annotations are lost to Blender.
In 2.92:

In 2.93:

```
typing.get_type_hints failed with: _GeneratedOperator
Traceback (most recent call last):
File "/usr/lib/python3.9/typing.py", line 1408, in get_type_hints
base_globals = sys.modules[base.__module__].__dict__
KeyError: 'Factories'
```
In my case, this has basically completely disabled the main scripts I have, as none of the operators can be used anymore.
Downgrading to 2.92 isn't a direct solution either, as the official download comes with an incompatible Python version for my scripts.
[FactoryBroken.blend](FactoryBroken.blend)
* Download the attached file.
* Run the "FactoryTest.py" script, and watch the terminal output errors.
* Try to run the operators in the 3D view header, and notice the empty props dialog and `AttributeError` on execution. | [
"Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u",
"GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\n}\n```\n\n",
"Using `bpy` module with `multiprocessing` causes `ModuleNotFoundError: No module named '_bpy'`\nOperating system: macOS Monterey (12.4)\nGraphics card: M1 Pro\n\nBroken: 3.1\nWorked: -\n\nHello, \n\nI'm using Blender through the `bpy` module and I noticed using `bpy` module with `multiprocessing` causes a ModuleNotFoundError error. I just wanted to draw Blender developers attention to this bug.\n\n## How to reproduce the crash\nCreate `bug.py` with this content, and run `python3 bug.py`:\n```Py\nimport bpy\nimport multiprocessing as mp\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```\n\nYou will get the following traceback:\n```traceback\nTraceback (most recent call last):\n\nFile \"<string>\", line 1, in <module>\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 116, in spawn_main\n exitcode = _main(fd, parent_sentinel)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 125, in _main\n prepare(preparation_data)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 236, in prepare\n _fixup_main_from_path(data['init_main_from_path'])\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 287, in _fixup_main_from_path\n main_content = runpy.run_path(main_path,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 269, in run_path\n return _run_module_code(code, init_globals, run_name,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 96, in _run_module_code\n _run_code(code, mod_globals, init_globals,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 86, in _run_code\n exec(code, run_globals)\nFile \"/Users/emadpres/Downloads/bug.py\", line 1, in <module>\n import bpy\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/Resources/3.1/scripts/modules/bpy/__init__.py\", line 38, in <module>\n from _bpy import (\n\nModuleNotFoundError: No module named '_bpy'\nTraceback (most recent call last):\n\nFile \"/Users/emadpres/Downloads/bug.py\", line 4, in <module>\n manager = mp.Manager()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/context.py\", line 57, in Manager\n m.start()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/managers.py\", line 566, in start\n self._address = reader.recv()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 255, in recv\n buf = self._recv_bytes()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 419, in _recv_bytes\n buf = self._recv(4)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 388, in _recv\n raise EOFError\n\nEOFError\n```\n\n\n## Why does it happen?\nA few discussion/threads have already touched on this issue and here is a summary from [here](23#issuecomment-514826760) nicely describing why this error happens in essence:\n> 1. We import bpy in the main process\n> 2. This brings in the `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.832\\Scripts\\2.79\\scripts\\modules` to the top of sys.path because the Blender runtime needs it\n> 3. The `multiprocessing.Pool` instantiation grabs our bad `sys.path`\n> 4. Since modules aren't portable across the `multiprocessing.Queue` our new processes are going to try to import the modules again\n> 5. Search along `sys.path` for `bpy`: I found one at `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.8-32\\Scripts\\2.79\\scripts\\modules`!\n> 6. Error: can't locate or import its dependency `_bpy` (mostly because that is a Blender runtime convention that does not apply in Python)\n\n\n\n## Hacky Workarounds\nI also found a couple of hacky workarounds:\n1. backup `sys.path` before `import bpy`. And restore it right before instantiating the multiprocessing object. Once done, revert your change. [Code](23#issuecomment-514826760), or\n2. guarding the `import bpy` to avoid re-importing it:\n\n```python\nfrom multiprocessing import current_process\nimport multiprocessing as mp\n\nif current_process().name == 'MainProcess':\n import bpy\n\n\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```",
"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",
"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",
"Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"Regression: Sculpt mode Annotation tool cursor conflict\nOperating system: Win 10\n\nBroken: 2.91, 3.4\nWorked: 2.90\nCaused by b9e4696641\n\nThe Annotation tool in sculpt mode is not using it's proper cursor. It's using the regular sculpting cursor instead.\nWhen you start drawing, the original cursor shows up on top of the regular sculpting cursor. \nThe end result is two cursors displaying at the same time and the original one flickering sometimes...\n\nTry to use the Annotation tool in sculpt mode....\n\nHere 2.90 (working fine)\n\n\nHere 2.91 (broken)\n\n",
"UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options",
"bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n",
"When Blender calls a python function thtrough a DLL, Blender crashes.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.0\n\nWhen Blender calls a python function thtrough a DLL, Blender crashes. \n\n[1] test.dll includes \"Python.h\". Python version is 3.10.9. test.dll has \"pyChecker()'.\nthe code of pyChecker():\n Py_Initialize();\n PyRun_SimpleString(\"print('Hello Python')\");\n Py_Finalize();\n\n[2] I built test.dll by Visual Studio 2019. C++ version is 14. \n\n[3] Import the dll by:\npyDll = ctypes.PyDLL (dllFilePath)\n\n[4] Call pyChecker() by:\npyDll.pyChecker()\n\n[5]Blender Console will print \"Hello Python\" and then crash directly.\n\n[Why do I use DLL?]\nIf Blender can call python functions through dll, developers can install add-ons by DLL. DLL also protects the code. For developers, it's helpful.\n\n",
"Online Manual doesn't work for Panel Pin property\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBlender Version\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9\nWorked: Was not working since 2.93 LTS, haven't tested lower ones, but I am pretty sure it is not working there as well\n\nShort description of error\nBlender Online Manual operator is not working for Panel Pin property, though it works for any other pinning property.\n2022-11-23 22-16-34.mp4\n\nExact steps for others to reproduce the error\n\n Open Sidebar (in any editor with Sidebar, shortcut {key N})\n Hover over panel header and press RMB -> You will see Pin property,\n press RMB in the Pin property to see it's context menu\n then press Online Manual or just press F1 key.\n\nNote that in the property editor the Online Manual works.\n\n\n------\n\nThis issue has been transferred from 102727\n\n",
"Adding generic Drag&Drop to Blender for file formats (obj, dae, bvh, ...)\nThe idea is to add a generic Drag and Drop to Blender.\nDrop handlers could be dynamically registered (e.g. from Python)\n\nProblems to be discussed\n\n - How to specify import options\n - How to handle Python based drop handlers (especially when the addon gets disabled)\n - How to handle situation where two drop handlers are defined which handle same file type.\n - Unify Python and C (the OpenCollada module is not Python)\n\nI have made a patch [D1292](D1292) for OpenCollada to see how it could be done from within C. \nThis patch allows to drag&drop directly from the native file browser into the Blender 3DView.\nIt was rather easy to do, but it cries for \"generic solution\".\n\nIdeas how this could be done in more detail are very welcome.",
"Missing Face Set Operators\nThis task is a todo list for missing face set operators. - [x] means operator works on either a user-picked face set or all of them. A single arrow means conversion operator in one direction already exist (so, Mask to Face Set already exists).\n\n- Face Set- [x] `<->` Vertex Groups\n- Face Set- [x] `<->` Face Maps\n- Face Set- [x] `->` UV Seams\n- Face Set- [x] `->` Mask\n- Make Disconnected Face Sets Unique\n- Separate By Face Sets\n- Face Set- [x] `<->` Material Slots\n- Face Maps `<->` Face Sets",
"Make App templates more versatile\n**This is a report for a feature/design request, asked by Campbell**\n\nI'm facing an issue with the way blender manages its python scripts. I'm working in a studio and we deploy Blender with an environment builder (Rez). Blender and all the applications we need for our artists are installed on a dedicated drive.\nCurrently, we use the env var BLENDER_USER_SCRIPTS to install our app templates into it with the appropriate directory layout. But users don't have the permission to write on the server, which is normal. But, this leads to errors because Blender needs to write presets, like keymaps in the user scripts/presets directory, causing errors.\nI've tried to use the BLENDER_SYSTEM_SCRIPTS but it requires to move every blender's modules into each application built upon Blender we need to launch, this is very heavy and dirty.\n\nWith @ideasman42, we talked about that a long ago, and I will try to define my need correctly regarding app templates:\n- Either I'd like to be able to start blender with --app-template /path/to/app_template_dir\n- Or having a new env var BLENDER_PROD_SCRIPTS (or whatever the name which suits it) where Blender will look in to load app templates and addons but never ask to write in.\n\n"
] | [
"Erro in get_type_hints when registering text as module (bug in Python, fix pending)\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: 2.93.0\nWorked: 2.92\n\nWhen using the `as_module` function on a script and running `register` blender throws an error:\n\n\n[example.blend](example.blend)\nRun the two commands specified in the text file to get the module and register it. I modified the Simple Operator template to make it as simple as possible.\n\nThis worked for me in 2.92 for registering and unregistering generated addons dynamically. While it still seems to register in 2.93 operators throw this error. They do appear to be registered when you use them in buttons for example but the property ('test' in the example file) isn't found.\n"
] |
Drawing a paintcurve [all paintmodes] asserts
Operating system: Linux-5.9.11-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits
Graphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01
Broken: version: 2.92.0 Alpha
Caused by 8d2576fd29
Drawing a paintcurve [all paintmodes] asserts
In a debug build, from the default startup file:
- switch to any paintmode (vertexpaint, weightpaint, texturepaint, sculpt)
- from the `Stroke` popup, change the `Stroke Method` to `Curve`
- start adding a curve point / drawing a paintcurve [use {key LMB} drag]
- Assert
In the check in `ED_undo_is_state_valid`, the `UndoStep` is set to `skip`
> /* Skip is only allowed between begin/end calls,
> * a state that should never happen in main event loop. */
```
BLI_assert failed: source/blender/windowmanager/intern/wm_event_system.c:3197, wm_event_do_handlers(), at 'ED_undo_is_state_valid(C)'
```
| [
"Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n",
"Split Draw curve tool in two distinct tools [properties of one mode dont make sense for other mode]\nOperating system: Win10 x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90\n\nDraw Curve F9 \"Error\" slider doesn't do anything if curve is set to Poly\nIn fact, none of the provided settings work\n\n\nMake a new curve\nEdit mode\nUse toolbar draw curve (Toolbar - 9)\nSwitch it's type to Poly in N - Tool - Active tool\nDraw any curve\nF9 to adjust the Error slider - no effect\nOther settings also have no effect\nSwitch mode to Bezier and the slider works",
"Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n",
"alt brush doesn't work in image editor -> paint\ni think this should be fairly easy to reproduce so i wont bother sharing system info. i was able to reproduce this on 3.3.0 and 3.3.1.\n\nalt brush doesn't work in image editor -> paint\n\ni have a different colour on my brush but when i press ctrl and try to paint the primary colour is painted onto the canvas",
"Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n",
"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\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).",
"PyAPI: Crash when trying to draw a PointerProperty in the UI.\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: 3.1.0 Alpha\n\nMy addon registers a PropertyGroup with a PointerProperty within, which wants to point at Objects.\nThis PropertyGroup is added to bpy.types.PoseBone.\nSometimes, when trying to draw this PointerProperty, Blender crashes.\n\nThe stack trace seems to be an infinite loop between these two asserts:\n```\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:741, IDP_GetPropertyFromGroup(), at 'prop->type == IDP_GROUP'\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:687, IDP_AddToGroup(), at 'group->type == IDP_GROUP'\n```\nand with some other stuff in between.\n\n- Zip of a .blend file and the addon (stripped down to just a few lines of code):\n[property_draw_crash.zip](property_draw_crash.zip)\n- Note that although the addon was originally about bone gizmos, all the widget drawing related code is completely gone. It's now just a PropertyGroup, a PointerProperty, and a Panel, and nothing else.\n- Install the addon.\n- Open the Blend file. The Properties Editor should already be set to the Bone tab, with the Viewport Display panel opened, which is where the addon will attempt to draw the property.\n- Enable the addon. It should crash with the above stack trace.\n\n[props_draw_crash-2021-11-12_13.14.46.mp4](props_draw_crash-2021-11-12_13.14.46.mp4)",
"Sculpting - Switching stroke method with a shortcut causes a freeze\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using E shortcut in sculpt mode to change stroke method of the brush, there is a ~5-10 second freeze every time.\nHowever, when you do the same thing from the brush UI, the switch is silky smooth. See the video for example\n\n1. Open attached file\n2. Switch to sculpt mode\n3. Do a few strokes, press E - blender will freeze for about 10 seconds\n4. Do a few strokes again, this time change stroke method from UI - no freezes here\n\nVideo:\n[blender_am0pkp0Cwy.mp4](blender_am0pkp0Cwy.mp4)\nExample File:\n[sculptbug.blend](sculptbug.blend)\n\n",
"Sculpt Paint Tool: Strength doesn't use unified paint settings\nOperating system: Linux-5.18.6-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.2.0\nBroken: version: 3.2.1 Release Candidate\nBroken: version: 3.3.0 Alpha\n\nThe strength of the Paint Tool in sculpt mode only accounts for the current brush strength when use_unified_strength is toggled True.\n\n1. Select cube\n2. Go into sculpt mode\n3. Select paint tool\n4. Swap paint tool's color (just so it's faster to get something other than white)\n5. Adjust Tools strength to 1.\n6. Toggle unified strength to true (Unified paint strength is usually .5 automatically)\n7. Paint on cube's verts.\n8. The strength of the brush will still be at 1.0 instead of 0.5\n\n----\nHere is a video showing the bug.\n[Bug render0001-4632.mp4](Bug_render0001-4632.mp4)\n",
"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```",
"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",
"Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)",
"Select Interior Faces causes assertion failure with zero-area faces in certain situations\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-23 17:19 , hash: `8f4d991594`\nWorked: Unsure\n\nA specific mesh, which includes a zero-area face, causes an assertion failure when running the *Select All By Trait > Interior Faces* operator\n\n1. Open the attached .blend file\n2. In edit mode, hit F3, type \"select interior faces\", hit enter\n3. Assertion failure\n\n[interior-face-assert.blend](interior-face-assert.blend)\n\nThe bug appears to be benign outside of debug mode.\n\nThe assertion is:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c:2944, EDBM_select_interior_faces(), at '-BLI_heap_node_value(node_min) >= cost'`\n\nBoth `-BLI_heap_node_value(node_min)` and `cost` are NaN (I just stuck in a `printf`).\n\nThe exact positioning of of the edges, save for those around the zero-area face, seems to be irrelevant. I can't recreate the problematic mesh by hand, however.\n\n\n\nI believe this is a minimal example: I can't delete any more faces without the problem going away.\n\nStack trace: [P2206](P2206.txt)",
"Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)",
"Texture painting with mirroring and viewport clipping does not mirror\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: never, 2.79 also did not do this\n\nTexture painting with mirroring and viewport clipping does not mirror\n\n[texturepaint_mirror_clipping.blend](texturepaint_mirror_clipping.blend)\n- Open .blend\n- Do a stroke on the right side --> updates on the left as well because x-mirroring is turned ON\n- (Undo)\n- {key Alt B} a clipping region in the viewport\n- Do a stroke again on the right side --> updates on the right side\n- {key Alt B} to clear the clipping region in the viewport, see no updates have taken place on the clipped left side\n\nExpected: stroke should update the clipped area as well [as we do for vertexpaint, weightpaint and sculpting], everything else would be inconsistent\n\n"
] | [
"Crash with curve brush in sculpt mode\nOperating system: win 10\nGraphics card: rtx 2080ti\n\nCaused by a584aef470\n\nBroken:\n- 2.93.0 Alpha\n- 2.92.0 Alpha\n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: \n- ~~2.92.0 Alpha~~\n - Triggers an assert in debug builds, `wm_event_do_handlers` triggers `BLI_assert(ED_undo_is_state_valid(C));`\n- 2.91 (? - might also just mask the issue in a release build)\n\n\nIn sculpt mode, when I use curve brush and {key Ctrl RMB} click, Blender will crash.\n\n- Select an object and switch to *Sculpt Mode*\n- Open the sidebar and switch to the *Tool* tab\n- Change *Stroke > Stroke Method* to *Curve*\n- Use {key Ctrl RMB} in the viewport\n\n\n\nIn factory startup mode , the same thing happens.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nStack trace from 2.93 `04572f0899`:\n```lines\nCTX_wm_area(const bContext * C) Line 716\tC\nCTX_wm_region_view3d(const bContext * C) Line 771\tC\npaint_curve_poll(bContext * C) Line 58\tC\npaintcurve_undosys_step_encode(bContext * C, Main * UNUSED_bmain, UndoStep * us_p) Line 107\tC\nundosys_step_encode(bContext * C, Main * bmain, UndoStack * ustack, UndoStep * us) Line 158\tC\nBKE_undosys_step_push_with_type(UndoStack * ustack, bContext * C, const unsigned char * name, const UndoType * ut) Line 595\tC\nBKE_undosys_step_push(UndoStack * ustack, bContext * C, const unsigned char * name) Line 641\tC\nED_paintcurve_undo_push_end() Line 184\tC\npaintcurve_point_add(bContext * C, wmOperator * op, const int * loc) Line 246\tC\npaintcurve_add_point_invoke(bContext * C, wmOperator * op, const wmEvent * event) Line 253\tC\nwm_macro_invoke_internal(bContext * C, wmOperator * op, const wmEvent * event, wmOperator * opm) Line 363\tC\nwm_macro_invoke(bContext * C, wmOperator * op, const wmEvent * event) Line 389\tC\nwm_operator_invoke(bContext * C, wmOperatorType * ot, wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1300\tC\nwm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2141\tC\nwm_handlers_do_keymap_with_keymap_handler(bContext * C, wmEvent * event, ListBase * handlers, wmEventHandler_Keymap * handler, wmKeyMap * keymap, const bool do_debug_handler) Line 2466\tC\nwm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 2762\tC\nwm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 2886\tC\nwm_event_do_handlers(bContext * C) Line 3382\tC\nWM_main(bContext * C) Line 638\tC\nmain(int argc, const unsigned char * * UNUSED_argv_c) Line 526\tC\n```\n"
] |
TEXTURE PAINT | MASK- display color
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 965M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
Broken: version: 2.80 (sub 50)
Worked: (optional)
TEXTURE PAINT | MASK display color doesn't display
Try to paint with mask brush with the option mask turned on [ TEXTURE PAINT MODE ]
| [
"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\n",
"Grease Pencil is lit by World's Viewport Display Color, not by the actual World Color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.0\n\nGrease Pencil Objects change their color in Rendered Viewport Shading Mode and on the final render according to World's Viewport Display Color, not by actual World's Surface Color.\n\nOpen a new scene.\nDelete the cube and light.\nAdd Grease Pencil Monkey object.\nSwitch shading mode to \"Rendered\".\nIn the \"Properties\" area find \"World Properties\" and expand \"Viewport Display\" settings.\nPlay with the color value. In the viewport you'll see Monkey changing color according to your experiments.\nBlack color will bring drawing to complete hopeless darkness.\nTry to render the image with tinted monkey in frame. You'll see the effect takes it's place on render as well.\nNow play with World's Surface color. It doesn't do anything.",
"Color attribute ignores user color if it was added for mesh without faces\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2, 3.5\n\nColor attribute automatically replaces user color with white (1, 1, 1) for mesh without faces. But if you create attribute for a plane and then delete only face, user color remains.\n\n - Open attached file\n - In `Properties` > `Mesh` > `Color Attributes` remove and add a new non-white color attribute for the vertex domain - Note that the mesh color is updated accordingly.\n - In `Properties` > `Modifiers`, apply its *Mask* modifier (so that the original mesh becomes wire)\n - Repeat second step (\"remove and add a color attribute\")\nColor becomes white\n[color_attribute_problem.blend](color_attribute_problem.blend)\n\n",
"Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.",
"render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n",
"Find solution to unify color picking methods with options for sample space\nReopened as, though the initial issue is invalid, the current solution, as it is, is problematic.\nThe sample_color paint operator {key S} has a problem with discoverability and is separate from both the general UI color picker and the sample tool. This needs a better design solution.\n\n**Old Description** (resolved by sample_color operator)\n\nRight now all color picking is using the display space, which usually makes it (almost) impossible to accurately pick colors from an image that is not sRGB for texture painting.\nSimilarly, for texture painting in the 3D viewport the picked color is that after shading and display transformation. This can be useful, but it should be optional. In a lot of cases the user wants to pick and draw a color from within the same image texture, without any additional color space conversion.\n\nThe View mode of the image editor already has a sample tool, which has the functionality to show the color data in image space without additional color management. So simply using this tool in paint mode for picking color with the option to select the color space would already be a huge benefit.\n\nFurther, having a similar tool for 3D texture painting would be even better, but I assume that this might have more difficult implications for the implementation. Tackling this for the image editor first using the Sample tool, might me a good trade-off for investing a small amount of work for maximum impact.\n\n[color_picker_behaviour-2021-03-02_15.50.34.mp4](color_picker_behaviour-2021-03-02_15.50.34.mp4)\n[non-color_picker.blend](non-color_picker.blend)",
"Alpha doesn't work as a mask \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 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n\n\n[bug_11.blend](bug_11.blend)\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",
"Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n",
"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",
"Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n\n\nclear falloff ok in gimp:\n\n\nblender 2.8\nWindows 7 \n\n\n",
"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]().",
"Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n",
"GPencil: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n",
"If Grease Pencil is set to \"Stroke Depth Order: 3D Location\", blending always with the background and not with previously painted strokes\nOperating system: Ubuntu 20\nGraphics card: GT 1030\n\nBroken: 3.0\n\nIf Grease Pencil is set to \"Stroke Depth Order: 3D Location\", brush color blending seems to use only 1-bit transparency in many cases.\n\nIt is a known issue (see T75684). The linked bug is closed as a presumed limitation of Grease Pencil. However, what the dev calls a limitation there seems to be an unrelated feature (from user perspective, possibly not from a technical perspective). Namely, \"the strokes are always drawn as a billboard face to point of view\" prevents them from looking flat, despite being drawn with a brush defined in 2d space.\n\nI do not know Blender internals, but visually it looks like the problem is elsewhere: blending of colors in \"Stroke Depth Order: 3D Location\" binarizes (at least in some cases) the brush' alpha (opacity) channel. In effect, a hardly visible pixel may completely replace what is behind it. Possibly there is a way to make the scene look correctly at least when rendered.\n\nSee the model attached to the linked bug."
] | [
"Mask Tool has no working visualization\nOperating system: Windows 10\nGraphics card: AMD Radeon R7 450\n\nBroken:\n\n(example: 2.80, a205293426b, blender2.8, 2018-12-03 00:27)\nWorked: (optional)2.79b\n\n**Mask Tool visualization doesn't appear to work anymore in 2.8**\n\nAdd a new object, go to Texture Paint layout and set a new Texture Slot with color. \nGo to top bar OR to Tool properties and turn on Mask, and add a new mask texture using existing UV. \nSet the visualization color to what you expect to see when painting with the mask tool.\nIn UV Image Editor, load the mask image in view to see status.\nSwitch to Mask tool in Texture Paint mode, and paint on the mask in the 3d view.\nSwitch to Work Bench, Eevee, Cycles, and try to find where to turn on the visualization, and pull out hair.\n\nThis is not a finished feature in 2.8, and might need redesign to allow it to be an overlay in viewport so that it will work consistently in Workbench, Cycles,Eevee. Up til 2.79b, we had it working with Multitexture, and it didn't work with GLSL.\n\nIncluding screen captures of 2.79 working and 2.8 not.\n\n"
] |
Beveled curves disappear in hair particle system
Operating system: Win10 64
Graphics card: Nvidia RTX3070 (497.09)
Broken: 3.0.0 stable release
Worked: LTS 2.93
Caused by b9febb54a4
Beveled curves disappear as hair particles.
As long as curves don't have any bevel applied, they show up as objects or collections in a hair particle system.
As soon as you apply any sort of bevel, they disappear.
- Create curve
- Create hair particle system and select that curve as render object
- Edit bevel of curve
---
or
- Open .blend file
- Change bevel depth (hair particles will disappear)
Test File:
[#93644.blend](T93644.blend) | [
"EEVEE macOS: visual glitching when using Tangent shader input on hair\nOperating system: macOS Big Sur 11.2.3\nGraphics card: AMD Radeon Pro 5500M 8 GB, Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 Alpha, e81533b25e6b, master, 2021-09-28\nWorked: Unknown\n\nAttempting to use the \"Tangent\" shader input on hair with EEVEE results in visual glitching and smearing in the viewport:\n[EEVEE Hair Tangent Bug example.mov](EEVEE_Hair_Tangent_Bug_example.mov)\n\nFurthermore, if the tangent input is used in a node tree with any BSDF nodes, the hair will fail to render at all, appearing checkered as if it were using holdout instead:\n\n\n\nI've tested on both Windows and macOS; **only macOS is affected**.\n\nA similar bug occurs with the Parametric input, however it's slightly different so I will open another report for that one.\n\n\nPart one: \n1. Add a particle system to the default cube, or any mesh\n2. In the particle settings set the type to Hair\n3. To visualise the hair more clearly: under Hair Shape, increase diameter scale to 0.1. Also, under Render Properties -> Hair, set the Hair Shape Type to \"Strip\"\n4. Add a material to the mesh if it doesn't already have one\n5. In the shader editor add a Geometry node\n6. Connect the \"Tangent\" input to the Surface port on the material output node\n7. Enter EEVEE Material Preview or Rendered mode and orbit the 3dview to see smearing and glitching\nPart two:\n8. Add a diffuse BSDF (or any BSDF) node\n9. Connect the tangent input to any port on the BSDF node.\n10. Render with F12. In the rendered image any hair strips appear checkered as if they were masked with holdout\n\nExample blend file below. Note: if the hair doesn't show up, toggle \"Regrow\" or any other option in the particle settings.\n[EEVEE Hair Tangent Bug.blend](EEVEE_Hair_Tangent_Bug.blend)",
"Hairs not rendered in cycles when edit mode or particle edit mode is active\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nWith the attached file, when you render with F12 while edit mode or particle edit mode is active in the viewport, the hairs are not rendered. In Eevee this does not occur.\n\nOpen attached file, select the bezier curve\nPress f12 to render while in object mode -> hairs are rendered\nSwitch to edit mode or particle edit mode and press F12 -> hairs are not rendered\n\n[Feather hair bug.blend](Feather_hair_bug.blend)\n\n",
"API returns wrong particle position\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0\n\n\nHello, \n\nMy team and I are working on a game prototype with Godot and Blender. We use Blender as our DCC of course but also as the level editor. I'm responsible of the export tool to Godot. One critical point is the vegetation generation and to do so we use Blender hair particle system to place instances of grass onto the terrain. We use a Black and White map to drive the density of the growing areas. Nothing fancy here, It is just a particle system with a texture plugged to the density channel.\n\nI then have a python script that loops through each particle and export its world position and rotation into a json file. \n\nTo better understand the problem, here what I have in Blender : \n\n\n\nNotice how there are no particle on the mud part of the trail, thanks to the density mask in the particle system settings. \n\nHowever, when I loop trough the particles and export to godot , I have this result in the editor : \n\n\n\nThe terrain is covered in particles ! \n\nAnd if I deactivate the mask in Blender, I get exactly the same as in godot with my importer : \n\n\n\nThis simply means, that when I looped through the evaluated particle system in python, it didn't take into account the given mask\n\nTo access the particle system I have : \n\n\n\n```\n result = []\n objects = get_all_objects_in_collection([], col)\n degp = context.evaluated_depsgraph_get()\n for obj in objects:\n if obj.type != 'MESH':\n continue\n for particle_system in obj.evaluated_get(degp).particle_systems:\n result.append(get_particle_system_info(particle_system))\n```\n\nand :\n\n\n```\ndef get_particle_system_info(particle_system):\n \"\"\"Return a dictionary containing particle system and all\n particles and children particles position and rotation\"\"\"\n system = {}\n system['name'] = particle_system.settings.name\n system['mesh_collection'] = particle_system.settings.instance_collection\n system['scale'] = particle_system.settings.particle_size\n system['scale_random'] = particle_system.settings.size_random\n system['particles'] = []\n\n for part in particle_system.particles:\n pa_dict = {}\n pa_dict['location'] = swizzle_yup_location(part.location)\n pa_dict['rotation'] = swizzle_yup_rotation(part.rotation)\n system['particles'].append(pa_dict)\n return system\n```\n\n\nLoad the attached blend file, and run the script. It contains a simple particle system with an image texture as density map with only the top right corner in white. \nThe script outputs the particle positions and by default we easily see that particle position is correct, with only particles found on the top right corner. \n\nNow, change the particle system drawing from Path to Collection and run the script again. Now the API returns all particles, even the ones we don't want....\nFurthermore the position given by the api is the tip of the particle and not the root, which is not really a bug but not really intuitive value. \n\nThanks a lot,\n\nHenri\n\n[bug particles.blend](bug_particles.blend) \n\n\nFurther findings:\n- each time the Render As type is changed, the evaluated objects particlesystem particle count increases\n\nAs a workaround, iterating depsgraph object instances is a much more reliable way of getting object instances for export (see also bpy.types.Depsgraph.html#dependency-graph-iterate-over-all-object-instances)\n\n\n```\nimport bpy\n\ndegp = bpy.context.evaluated_depsgraph_get()\nobj = bpy.data.objects['Plane']\nobj_evaluated = obj.evaluated_get(degp)\n\ninstance_count = 0\nfor object_instance in degp.object_instances:\n # This is an object which is being instanced.\n obj = object_instance.object\n - `is_instance` denotes whether the object is coming from instances (as an opposite of\n - being an emitting object. )\n if object_instance.is_instance and object_instance.parent == obj_evaluated:\n - Instanced will additionally have fields like uv, random_id and others which are\n - specific for instances. See Python API for DepsgraphObjectInstance for details,\n print(f\"Instance of {obj.name} {object_instance.parent} at {object_instance.matrix_world}\")\n instance_count += 1\n\nprint(instance_count)\n```\n\n",
"Image sequence playhead for particle system textures never advances past first frame of sequence when particles are baked\nOperating system: Windows 10/64\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.93, 3.0.0\nWorked: n/a\n\nWhen I create a particle system that relies on an image texture containing an image sequence to control density, the playhead for that image sequence remains \"stuck\" on the first frame of the image sequence when I bake the particle system, regardless of the output length of the composition. This is true regardless of what type of image sequence is used (i.e. frames in a container such as .mp4 or .mov, or sequences of images such as .exr, .tif, or .png) or what playback options for the sequence are set (i.e. Cyclic and Auto Refresh can both be checked; it won't matter).\nRenders of an un-baked particle system using a moving texture to control particle density in Cycles are unusable.\nRenders of an un-baked particle system using a moving texture to control particle density in Eevee are occasionally usable (although unreliable: one must make absolutely certain that no frames are cached before attempting a render).\n\n**Expected behavior**\nMy expectation is that the playhead for an image sequence using a texture to control particle density would advance when the particle system is baked. It should appear both in stage preview and final rendered output that the source of particle emission appears to move, which is to say it should accurately track the black and white areas in the image sequence.\n\nCreate an empty Blender stage;\nAdd a plane to the stage;\nCreate a texture based on any black-and-white-only image sequence (i.e. a white circle whose position changes with time, superimposed on a black frame); the sequence can be either containered-image or discrete-image;\nCreate a particle system for the plane;\nAssign the texture to the particle system, leaving only the \"Density\" influence in the texture checked;\nMove the stage playhead to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames, also change number of particles in order to delete frames in memory;\nClick Play on the stage;\nHalo objects should be being emitted from the white areas in the texture as they move around in the texture (the emitter will appear to change position);\nMove the stage playhead back to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames;\nClick \"Bake All Dynamics\" to bake the particles;\nClick Play on the stage;\n\nSteps done in following file:\n[particle-density-demo.rar](particle-density-demo.rar)\n\nBoth on the stage and in rendered output, particles will be emitted only from the location on the plane that corresponds to the white area as it was on the first frame of the image sequence.\nAnd if someone could show me where in the code this stuff is handled, I'd be more than happy to take a look.",
"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",
"Curve tool in draw mode doesn't show number of points in the stroke \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\n\nCurve tool in draw mode doesn't show number of points in the stroke while DRAWING IT\n\n- Switch to 2D template\n- Select curve option from toolbar\n- Draw a curve in viewport \n(After drawing end points of curve, point count will disappear from status bar. This doesn't happen with other methods)\n\n\n\n",
"Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\n\n",
"Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n",
"Low hair children and viewport display numbers cause hair to be excluded from parts of the mesh \n**System Information:**\nOperating system: Windows 10 and Linux (both show issues)\nGraphics card: RTX 2060 SUPER (452.06 Windows) (450.66 Linux)\n\n**Blender Version:**\nBroken: 2.79, 2.80, 2.81, 2.82, 2.83, 2.90, 2.91.0 Alpha\nWorked: Not sure\n\n**Short description of error:**\nWhen an object with a hair particle system has the `Viewport display` percentage set to a low amount and the `Hair Children viewport display` option set low, hair is excluded from parts of the mesh. Here's a video demonstrating the issue:\n[0029-1590.mp4](0029-1590.mp4)\n\n**Exact steps for others to reproduce the error:**\n1. Obtain a object with a high number of faces (I used a cude subdivided 5 times)\n2. Give the object hair particle system and increase the hair count to something like 10,000 or 100,000 to make the effect more apparent.\n3. In the hair particle settings scroll down to the `Viewport display` section and change the `Amount` slider to a low percentage (E.G. 2% or 5%)\n4. Notice how there are hairs distrobuted across the entire mesh.\n5. In the `Children` tab of the hair particle settings tab, enable one of the options `Simple` or `Interpolated`.\n6. Notice how the hair is now only distrobuted over part of the object rather than the entire object. As you increase the `Viewport display - > Amount` value and/or the `Viewport display number` for the children, this issue goes away.\n\nHere's a .blend file show casing the issue: [#81117 - Hair excluded from parts of a mesh.blend](T81117_-_Hair_excluded_from_parts_of_a_mesh.blend)",
"Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)",
"Curve / Geometry / Bevel Objects don't accept Mirror Curve\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[i try to use a curve with mirror modifier, to use it as Bevel Object in ObjectDataProperties Curve. Now i see the half , it miss the modifier]\n\nCreate curve with mirror modifier, add it to new curve inside ObjectDataProperties Bevel Objet\n[CurveBevelMirror.blend](CurveBevelMirror.blend)\n\n",
"Removing Effectors (from a Collection, or deleting corresponding object) does not refresh physics, hair properly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.8\n\n**Desription**\nHairs do not react to force deleting.\n\n**To reproduce**\nOpen file, delete force field object.\nHair system will keep it`s deformed shape, despite force do not exist anymore.\n\n[2020-11-08_22-34-26.mp4](2020-11-08_22-34-26.mp4)\n[late responce.blend](late_responce.blend)\n\n- in `build_effector_relations` the relation is properly **not** built anymore, but there is no way to detect if this actually changed compared to the previous state. \nAnd since nothing else changed in participating objects (e.g. it doesnt even refresh if you have two forcefields and remove one of them), no \"proper\" update happens.",
"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",
"Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)",
"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\n\n\n"
] | [
"Hair particles no longer render curves with geometry\nOperating system: Linux-5.17.1-3-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 570 Series (POLARIS10, DRM 3.44.0, 5.17.1-3-MANJARO, LLVM 13.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8\n\nBroken: version: 3.1.2\nWorked: 2.79\n\nWhen using a curve with geometry as the rendered item of a hair particle system, the hairs no longer show up. They start appearing if the path is converted to a mesh, which is something the artist will sometimes not want to do. This worked in the latest version of Blender 2.x where I used it before, it likely broke somewhere in Blender 3.x.\n\nAttached is a simple blend that replicates the issue: The plane contains a particle system instancing a collection that contains the path. On its own the curve's geometry can be seen clearly, however the particle system refuses to replicate it. It will show up once you select the curve and use Object - Convert - Mesh.\n\n[untitled.blend](untitled.blend)\n\n\n\nCreate a plane and a curve. Give the curve some depth in its geometry section. Place the curve in a new collection. Create a new particle system on the plane. Set it to hair, in the render section pick to render as a collection, set our curve's collection as the instance collection. The curve should be replicated by each hair yet nothing is seen.",
"Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n",
"Extruded curve not shown if it is used as an instance object of a particle system\nOperating system: Windows 11 Pro Version 21H2 Build 22000.348\nGraphics card: Nvidia RTX 3060\n\nBroken: 3.0.0\nWorked: 2.93.6\n\n[particle system issue.blend](particle_system_issue.blend)\n\n1. File -> New -> General\n2. Add -> Curve -> Circle\n3. G -> X -> 3 (to move the BezierCurve)\n4. Object Data Properties -> Geometry -> Extrude -> 0.1 (or Depth -> 0.1)\n5. Select the default cube\n6. Particle Properties -> +\n7. Particle Properties -> Render -> Render As -> Object\n8. Particle Properties -> Render -> Scale -> 0.5\n8. Particle Properties -> Object -> Instance Object -> BezierCircle (the BezierCircle will not be shown as an Instance Object of the cube)\n9. Select the BezierCircle\n10. Object Data Properties -> Geometry -> Extrude -> 0.0\n11. The BezierCircle will appear as an Instance Object of the cube"
] |
Sculpting error
Operating system: Window 10 Pro
Graphics card: NVIDIA 1660 TI
Broken: 2.92 Candidate and all 2.9 series
Sculpting Error : If i open my pre saved blend files and start sculpting without Dyntopo On it works fine. But if i start sculpting and turn Dyntopo On and use any brush 2-3 times and undo it to the Last step where the Dyntopo turn Off again , thats the time it crashes my mesh . it also happen if you add reference image during the sculpting in a side tab into the UV editor and hit the undo key.... Also it wont happen if you save the file just after first change you do when you first turn on the Dyntopo. 
Note :- The blender Dont crash but Only the Mesh crash .. like some part of mesh dissappear and if you hit tab twice your mesh turn to different color like purple or green. | [
"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",
"Painting across different resolution UDIM tiles in image editor crash.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\n\nIf you have UDIMs of different resolutions, and you paint in the Image editor window across the tiles, you get a crash.\nIf you do the same thing in the 3D viewport, there is no problem.[CrashFile.7z](CrashFile.7z)\n\n\nCreate a UDIM texture, with at least two tiles, of different texture resolutions. \nIn the image editor in paint mode, draw a line across the tiles and it will crash. Sometimes I need to draw two lines crossing the tiles for it to crash.\n\nThat's all, you don't need to apply the textures to a model or anything else.\n\n\n",
"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",
"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)",
"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",
"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",
"Baking dynamic paint to image sequence is cancelled without user interaction\nOperating system: Window 10, 64 Bit, 128GB RAM\nGraphics card: RTX 3090 with the newest studio driver.\n\nBroken: 2.93.5\nWorked: ./.\n\nI am following the cggeek tutorial on creating rain effects (watch?v=35bbyAJodEQ). Like said in 06:30 of the tutorial I wanted to bake the image sequence.\nIt happened some times that the Blender status line said that the bake had started, it sopped announcing that the bake had been cancelled without user interaction.\nI installed 2.93.5 and isolated the 3 concerned objects: The emitter plane, the plane I want to create the baking for and the drop. I started Blender via the debugging command file, clicked on bake and Blender crashed. \nThese are the produced files:\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nPreviously I have tried to find out if the modifier sequence has an effect, but it does not have one. The position of the Dynamic Paint modifier can be arbitrary, and it is not essential if the plan includes particle systems or not.\n\nAfter more trials I could not reproduce the crash, only the indication of cancelling appeared - furthermore withour interacton:\n\n\n\nThanks\n\n- Open attached file (This is a minimum .blend file, which crashed on the first try after installing 2.93.5 and led to the production of the debug files above)\n- With the object \"aBodenFriedhof.002\" selected, go to {nav Physics Properties > Dynamic Paint > Output} and press `Bake Image Sequence`\nAfter a short time, the process will be canceled without an explanation.\n\n[dpSplit.blend](dpSplit.blend)\n",
"Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"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\n\n\n\nSee blender 3.2.2 on Cycle-x picture\n\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)",
"Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"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",
"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",
"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)",
"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\n"
] | [
"Undo several times after enabling dyntopo corrupts the mesh\nOperating system: Linux-5.10.9-051009-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series (POLARIS10, DRM 3.40.0, 5.10.9-051009-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\nWorked: 2.91.2 works perfectly well\nOpening a file with dyntopo enabled and clicking undo disables dynopo and corrupts the mesh. The same happens when creating a new file, clicking dyntopo, making any change to the mesh and clicking undo again.\n\n1. File -> New -> Sculpting\n2. Enable dyntopo by clicking on the button on the toolbar to the right of mirror options (XYZ buttons).\n3. Draw one single line on the sphere\n4. Click Ctrl+z two times.\n5. Draw on the sphere again.\n\nAs a result, the dyntopo is disabled and parts of the mesh are broken (sometimes it creates holes, sometimes face sets), which can easily be tested by trying to draw on it again.\n\nClicking Ctrl+z again after drawing on the broken mesh seems to fix everything (at least in the simplest example with the default sphere).\n\nI also tested it on my laptop on Windows where I did a fresh installation of Blender 2.92 build from the official website without any changes to any default settings and the result is the same.\n\nIt may look as a silly bug, but I believe that it affects me also long after this simple example, because I got my more complex mesh corrupted and dyntopo disabled after clicking Undo several times. The corruption is different: sometimes a subset of faces disappears, sometimes some new face sets appear.\n\nI apologize if it is a known bug, I did my best searching on the bug tracker and didn't find anything relevant by the keyword \"dyntopo\".\n\n"
] |
Agree with T61725: Edge Select in object edit mode does not select the targeted edge
MacBook 2011 4GB RAM (OS & drivers up to date)
Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel HD Graphics 3000 OpenGL Engine Intel Inc. 3.3 INTEL-10.4.14
Broken: version: 2.80 (sub 71)
Worked: (optional)
Agree with #61725: Edge-select Lclick highlights wrong edge in 2.80 on MacBook 2011
(Can't capture useful screenshot because cursor becomes invisible!)
On default cube immediately after startup: (1) Set Edit mode (2) set edge-select mode. (3) considering the three edges nearest user; LClick the edge pointing along X axis: the Z axis edge becomes selected!
This is the same for all edges of the cube, it never selects the edge Lclicked, the selected axis is consistently confused.
Selecting Wireframe mode seems to cure it sometimes.
Circle-select cursor has the same problem.
I have observed this with previous 2.80 betas but only just reported it.
```
| [
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"Unable to zoom/scale graph editor with [ALT] middle mouse button after frame selected of lowest point\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.2.0 Alpha\nWorked: Likely never\n\nGraph editor goes into locked cycle when frame selecting certain points\n\n[Bug.blend](Bug.blend)\nOn attached file. Box select lowest point of y location on frame 25. Hit Num Pad . to frame the selected point\nAttempt to scale or move graph up and down with [Alt} middle mouse button\n\n",
"Emulate Three Button Mouse: Can not confirm Edge Slide with LMB when clamping is enabled\nOperating system: Linux-5.16.11-76051611-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.0.1\n\nHoi!\n\nWith 'Emulate 3 Button Mouse' on and using edge slide (G+G) with clamping active (holding ALT). I can't seem to confirm the operation with LMB with both Wacom pencil and mouse. A nice solution is to have the ability to confirm the operation while using the ALT-key.\n\nOnly by:\n1. Trying to hit the enter key in a delicate manner without moving the cursor.\n2. The alternative is tapping the C-key to clamp which does confirm using LMB. \n\n\nThanks!\n\n\n1. In the preferences enable 'Emulate 3 Button Mouse' in the input tab.\n2. Use (default) or add a cube and go into edit mode.\n3. Select an edge and slide (G+G) and hold the ALT-key to slide an edge away from the center.\n4. Confirm edge slide with LMB (does not work)\n\nworkaround\n- Try to confirm it using enter (easier with the mouse but harder with a drawing tablet)\n- Try again, but this time, tap the C-key to enable clamping and confirm with LMB.\n\n",
"3D Connexion Space Mouse Pro - Blender 2.82a on macOS\nmacOS Catalina 10.15.4 (19E287)\n3D Connexion 3dWare10 10.6.5\n\nBlender 2.82a\n\n\nThe mouse appears to almost match the 3D Connexion training app in terms of movement when in object/edit mode but it would appear that none of the buttons & especially the MENU do not work. \n\nI have installed the 3D Connexion drivers a second and third time with firewall and anti-virus off and the problem with these mice seem to persist. \n\n>> This has been edited by another but im wondering if there is some resource file missing where keys are mapped, either this is a 3D Connexion plug in or something to do with Blender?\n\n\nI've seen these tasks; It's still a problem for me. \n#67686 (NDOF mouse not working in code signed macOS builds)\n#67971 (3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS))",
"Blender 2.7x keymap: Add reroute shortcut (shift right mouse) doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nCaused by 58e554a55c\n\nShortcut for add reroute doesn't work in node editor.\n\nTry add reroute between two connected nodes using shortcut (shift + RMB during cross line).\n\n",
"Tooltip for the Drag tool setting\n## Issue\nRecently for Blender 3.0 the \"Drag\" option in the header tool settings was included for most active tools. This allows right click select users to make use of this feature by using the option \"Right Mouse Selection Action = Selection Tool\" in the keymap preferences.\nThe issue is that these options still have no tooltip so it can be hard to understand how or why to use this feature.\n\n\n\n### Proposal\nWe need a simple tooltip with the following information:\n\n- General information\n- Sub Tooltip (From what it is currently set to)\n- Shortcut of the Pie Menu for quick access\n- Context sensitive information based on keymap settings (right or left click select)\n\nSo this would be:\n\n> Action when dragging anywhere in the editor with left click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*\n\n\nOr when right click is used in the keymap preferences:\n\n> Action when dragging anywhere in the editor with right click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*.\n\n\n## Related issues\n\nThe tooltip for the setting \"Active Tool\" needs to be changed. \nIt currently says:\n> Action when dragging in the viewport: Active Tool\n\n\nIdeally this would be changed to something that fits the other options.\n\nAnother thing to keep in mind is that the tooltip Tweak for tweak on right click select is still \"Set the location of the 3D Cursor\".\nThis is since recently wrong and needs to be updated. \n\nAlso there are never shortcuts for pie menus mentioned in tooltips so far, even though they are heavily used.\nPie menu shortcuts that also aren't mentioned are for example: `Tab` for modes, `Z` for shading, `.` for Pivot Point and `,` for Orientation.\nThis can be handled as a separate task: #92478",
"Toggling mesh symmetry (X, Y or Z) by shortcut doesn't refresh its icons\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0\n\nIf I assign a shortcut to enable symmetry on X axis in the tool settings > symmetry, symmetry works when sculpting and the X icon turn on/off accordingly.\nThe full path is bpy.data.meshes[\"Cube.001\"].use_mirror_x.\nIf I assign a shortcut to enable symmetry on X axis in the viewport, symmetry works when sculpting, but the X icon turn on/off only when mouse leave the viewport, like it needs a refresh.\nThe full path is bpy.data.objects[\"Cube.001\"].use_mesh_mirror_x\n\nOther than that it seems the two icons don't talk each other on the fly: if I turn off X in viewport, X in settings is still on and it will be off only when mouse goes over it.\nIf it's not fixable, my suggestion is to take down the three XYZ icons in viewport and just leave the butterfly icon with the actual drop down menu, in my opinion it's more important seeing there's the \"ghost brush\" on the other side, rather than having a not working icon or substitute them with the three icons from settings.\nThank you\n\n- with the default Cube go to Edit, Paint or Sculpt mode\n- Assign a shortcut to one of the mesh symmetry axis\n- press the shortcut\nSymmetry is enabled but the icon doesn't show it.\n",
"Intersect Selection in edit mode\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIntersect existing Selection apply just to what in the viewport frame \nI can t reproduce it with an exact steps\nopen the linked file and select some vertexes with Select Box and with Intersect Mode\nthe intersection apply just to the vertexes shown in the viewport frame \nsame problem in 2.83 - 3.1 - 3.2\n[bug.blend](bug.blend)",
"Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken",
"After opening File explorer with export shortcut the window doesn't ignore the first click from selecting something behind it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 0)\nBroken: version: 2.82 (sub 7)\n\n\nAfter you open the file explorer and the first click you do will select an object behind the window if there is any. Annoying if you use selected objects to export. Seems to only happen if you use a shortcut to export to any file type. Couldn't reproduce with selecting file -> export -> any file type.\nEdit: If there is no objects behind where you click you will deselect everything.\n\nWith default scene. Short cut some export file type. File -> export -> filetype -> assign shortcut. hit the shortcut and if you click in the file explorer window where the default cube is you will select it.\n\n",
"if multiple splines on the same place... no selection is visable\nOperating system: Linuxmint 19.0\nGraphics card:Geforce GTX1050\n\nBlender Version\n81ea815dcb6, blender2.8, 2018-12-12\n\nI created a spline for modelling.\nThen I converted the spline into a mesh.\n\nI want to delete some vertices, but I could not select any.\nBy clicking an moving I saw there is 1 vertice selected.\n\nBut any other selection is blind.\n\nBy the way: I don't even know how these >10 splines were created...\nsuddenly they where there...\n\n\n[Bug-Multiple Objects.blend](Bug-Multiple_Objects.blend)\n",
"Grease Pencil drawing next to objects using 3D cursor and View mode previews \nOperating system: \nGraphics card:\n [system-info.txt](system-info.txt)\nBroken: Blender 2.92.0 Alpha - November 12, 10:10:02- bc090387ace9 - macOS 64 bit\nand blender-2.91.0-b99faa0f567f-macOS\nWorked: (blender-2.90.1-macOS)\n\nDrawing with the Grease pencil near objects sketches out and glitches through the object geometry and randomly offsets from the curser point when using a 3D cursor as the stroke placement and View as the drawing plane. The simple step by step video attached below best explains it. Note: this is not the case when starting the file in 2D Animation mode only when adding a grease pencil to a general 3D scene. Also, This problem did not exist with version 2.90.1\n\nSee the short video and blender files of the easiest set up to show the bug.\n\n[Grease Pencil Bug.mp4](Grease_Pencil_Bug.mp4)\n\n[Grease pencil Bug-latest build.blend](Grease_pencil_Bug-latest_build.blend)\n\n[Grease pencil Bug.blend](Grease_pencil_Bug.blend)\n",
"Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n\n\n\n\n[untitled.blend](untitled.blend)",
"Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n",
"'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n"
] | [
"Edge selection wrong with Intel HD 3000 on macOS\nOperating system: macOS High Sierra (Version 10.13.6) platform: Darwin\nGraphics card: Intel HD Graphics 3000\nsystem-info.txt file attached.[system-info.txt](system-info.txt)\n\nBroken: \nversion: 2.80 (sub 44), branch: blender2.7, commit date: 2019-02-15 14:15, hash: faa255c0a4e4, type: Release\nbuild date: 2019-02-15, 16:23:20 as found on the splash screen - attached.\n\n\nWorked: (optional)\nVertex Select, Face Select Worked as expected\n\n\nIn object \"edit mode\", (Edge Select) doesn't work properly. If edge select mode is on, the target edge doesn't select instead random edge gets selected. A 1 min video (I made) of the bug in action can be found here: qVmsE76ZF4I\n\nGo to Edit mode and try selecting 'edge select' mode, the targeted edge doesn't select, instead random edge gets selected. A .blend file is attached.\n[edge-selection.blend](edge-selection.blend)",
"Edge loop selection bug\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 3000 OpenGL Engine Intel Inc. 3.3 INTEL-10.4.14\n\n\nBroken: version: 2.80 (sub 64)\nWorked: 2.79\n\n\nIn 2.79 when you hold option and select near an edge, the loop that edge belongs to would be selected. In every version of 2.8 I've used, loop selection hasn't been nearly as intuitive. I'll try to loop select by clicking close to an edge included in the loop I want to select and an edge loop going perpendicular to the one intended is selected.\n\nhere's a video: [edge-loop-bug.mov](edge-loop-bug.mov) \n\nSometimes, an edge loop can't be selected at all: [edge-loop-bug-2.mov](edge-loop-bug-2.mov)\n\nI've noticed that edge selection works pretty well for the primitive uv sphere (while still selecting loops perpendicular to the closest edge loop), but when edge loops are added and geometry is moved, it becomes more difficult.\n\nSelect object, go into edit mode, try selecting edge loops. It happens in both vertex and edge select mode.\n\nedge-loop-bug file: [edge-loop-bug.blend](edge-loop-bug.blend)\n\n\n\n"
] |
Alpha background is broken.
Linux 64, nvidia.
2.70.4
Alpha is always = 1.0.
About 2 weeks ago all was ok.
Screenshot: 50PKjDx.png
Blende file: test_alpha.blend
Just render my blend file. Alpha background must be = 0.0. | [
"Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n",
"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\n\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",
"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)",
"Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.",
"Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)",
"ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nIf ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.\nThis combination worked in 2.83\n\nI attached a snapshot image in both cases 2.90 and 2.83.\n\n\n\nLeft image is 2.90, and Right image is 2.83.4.\nThe object becomes fully transparent in 2.90 case.\n(Though, It works if blend mode is alpha blend. \nThe problem is only in alpha clip or alpha hashed mode.)\n\n- Open the attached file in blender 2.83 and 2.90\n- Compare the viewport of both\n[ShaderToRGB_Problem.blend](ShaderToRGB_Problem.blend)",
"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.",
"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 ",
"Material setting \"show_transparent_back\" (Show Backface) gives weird results\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nMy materials are messed up by having blend mode set to \"Alpha Blend\" and \"Show Backface\" set true.\n(The checkbox for \"Show Backface\" pops up if a materials blend mode is set to Alpha Blend\")\n\nIs this normal behaviour?\nThe intend here was to see every side of the cube with a bit of transparency.\n\n[ShowTransparentBackBug.blend](ShowTransparentBackBug.blend)\n1. Add a Cube (subdivide a few times) and give it a material\n2. Go to material settings and set the materials...\n- Blend mode to \"Alpha Blend\"\n- Backface Culling to False\n- Show Backface to True",
"16 bit transparent Image renders color data on CPU Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\nCPU: Intel i7-4770k\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nRendering a transparent Filmic Log 16bit PNG image plane (meaning node color space set to filmic log) with Cycles the CPU renders color data where there should not be any. The GPU works as expected.\n\nevery thing with Cycles (have not tested eevee)\n1) render something with transparent background and save as PNG (RGBA, 16bit)\n2) import image as plane ( shadeless )\n3) set image node color space to Filmic log and background to transparent \n4) rendering with CPU or CPU+GPU results in the tiles rendered by the CPU to have color data (see image)\n\nSwitch Display Channels to color to see this issue\n\n[test.blend](test.blend)\n\nRedner: \n\n- on the left is no image plane, only the transparent background\n\nUsed image:\n\n\n",
"Blender 3.6's window has 1/4 content area, 3/4 transparent area under Linux\nOperating system: Arch-based Linux, kernel 6.3.7-arch1-1\nGraphics card: Intel Arc A779\n\nBroken: blender-3.6.0-beta+v36.2ef27684c56c-linux.x86_64-release, but has happened with all 3.6 daily builds so far.\nWorked: 3.5.1, the latest version.\n\nThe content area is 1/4 of the window size when the window is first open. 3/4 of the window is transparent.\nGnome 44.2, Wayland, fractional scaling enabled (100%, 175%), dual monitors (1920x1200, 4K).\n\n\n\n\nRun Blender 3.6\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\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",
"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",
"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\n\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)",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file."
] | [
"Backdrop (compositor) ignores alpha\nLinux Mint 15, GTX 650\n\nBroken: 2.70.3 36defb7\n\nThe backdrop in the compositor (and Image Editor set to Viewer Node) shows black pixels instead of transparent ones when the image has alpha information.\n\n(BI is \"harder\" to setup for this)\n- With Cycles, Film set to \"Transparent\", do a render of the default cube.\n- Switch to the node editor, activate \"Use Node\" & \"Backdrop\"\n# ctrl-click on the render to get a viewer node -> transparency is ignored, while present in the node(s) preview(s)\n\n**Screenshot**\n\n"
] |
Constraints create cycle dependencies even when disabled.
Operating system: win10
Graphics card: GTX970
Broken: 2.82
Worked: N/A
Object A, Object B;
create *Copy Transformation* constraint on A and have it follow B;
disbable the above constraint;
create *Copy Transformation* constraint on B and have it follow A;
the second constraint worked on viewport with a delay during playblast, it doesn't work at all during render. I think when a constraint is disable by clicking the eye icon, it should be regarded as if it's not there. There are many rigging implication on this. | [
"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",
"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",
"Symmetrizing armature does not symmetrize constraints\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: - version: 2.92.0\n - version 2.93 Beta\n\nI try to constrain bones from an armature to bones from a rigify rig. Both armatures are in the world origin.\nI start by constraining the bones of the left arms and legs of the rig, then I symmetrize these and once it's symmetrized, I notice that the right arms and legs are constrained to the left arms and legs of the Rigify rig.\n\nCreate a rigify rig, then another rig, make the constraints on the bones and symmetrize.\n\n\nPS:\n- It's not just because of Rigify, I also tested with another Rig.\n- It's not because of add-ons: I also tried to do it after I reloaded the factory settings.\n",
"Rigid Body Constraint - Generic Y axis problem\nOperating system: Windows 10\nGraphics card: Gigabyte RX 590 gaming x 8 gb\n\nBroken: 3.2.0\nWorked: I don't know. I haven't tested in previous versions.\n\nWhen using \"Rigid Body Constraint - Generic\", a problem occurs when I restrict rotation in the y-axis. When I try other axes they are fine. I haven't tested this on other versions. Or I'm causing the physics to be miscalculated, I'm not sure. I leave the file below;\n\n**Steps to Reproduce**\n- Open .blend file\n- Play animation\n[Rigid Body Constraint - Generic.blend](Rigid_Body_Constraint_-_Generic.blend)\nVideo: [F13411735](2022-08-22_21-41-37.mp4)",
"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.",
"Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n",
"Dependency Cycle Detected when copying objects with cloth and collision modifier\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080 Ti\n\nBroken: 2.80\n\n**Short Description**\nIf you copy objects that have a collision and cloth modifier attached to them (or copy the modifiers to another object), a dependency cycle is detected. This is really frustrating once you work with 10+ objects because blender re-detects the circular dependencies on every redo/undo and project load, making you wait for a good 30 seconds to a minute depending on the complexity of the scene.\n\n1. attach collision and cloth modifier to cube in startup project.\n2. Copy the cube.\n3. check console output.\n\nThe output should be something like this:\n\n```\nDependency cycle detected:\n OBCube.001/Geometry Component/GEOMETRY_EVAL() depends on\n OBCube/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\n OBCube.001/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\nDependency cycle detected:\n OBCube.001/PointCache Component/POINT_CACHE_RESET() depends on\n OBCube/Geometry Component/GEOMETRY_EVAL() via 'Point Cache'\n OBCube.001/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\n OBCube.001/PointCache Component/POINT_CACHE_RESET() via 'Point Cache -> Geometry'\nDetected 2 dependency cycles\n```\n\nAlternatively you can simply open the attached blend file and check the console output. For a simple test like this, it wont noticeably slow down the project but once you copy an object a couple of times the dependency circles appear to exponentially grow and slowing things down to a halt.\n\n[bug.blend](bug.blend)\n\n",
"Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n\n- Turn symmetry off and try it again:\n\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n\n",
"Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n",
"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",
"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",
"Artifact with cycles (interaction with moving spotlight and motion blur)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nI wouldnt describe it as a error, more as a artifact in cycles, basically when you parent a light to an object with motion blur, it doesnt behave as expected, it clips into objects and deforms due to the motion blur, there is no easy way to explain this, its better to show it, keep in mind that the spot light in these examples is completely Static! its just parented to the empty that also is parented to the camera, what is moving is the empty, light in real life doesn't behave this way!\n\ni first noticed this in a render i did for my animation \nrender: view\nproject file: view?usp=sharing\n\nso i did a test render and the problem pressists\nrender: view?usp=sharing\nproject file: view?usp=sharing\n\n\n\nAll the best! If this report is invalid please inform me why, because i cant find a work around this issue and there is no information online regarding this problem. Thank you.\n\n\n\n",
"GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n",
"Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash",
"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\nRender:\n\n\nScene in edit mode:\n\nRender:\n"
] | [
"Rigid body costraint produces dependency cycle\n**System Information** \nOperating system: win 7 64 bits\nGraphics card: radeon rx 580\n\n**Blender Version** since 2.79b to 2.83.2\n\n\nRigid body costraint produces dependency cycle. Similar to #78952 but in this case constraint is used on empty object\n\n[#79117.blend](T79117.blend)\n\n- Open file\n- Play animation\n\nHinge constraint does not work and there is dependency cycle warning in console"
] |
materials do not apply
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71
Broken: version: 3.3.1
| [
"Its possible to create Built-in attributes with wrong metadata\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace file.\n\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\attribute.cc:486 in BKE_id_attribute_remove.\nSaved session recovery to \"C:\\Users\\rfnei\\AppData\\Local\\Temp\\quit.blend\"\n```\n\n1. Create any attribute on mesh.\n2. Rename it to `material_index`.\n3. In debug: try to delite this.\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",
"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)",
"Material-based displacement on source geometry fails to bake\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Beta\nWorked: ?\n\nWhile baking in Selected to Active mode, applying a displacement shader to source geometry fails to actually displace the geometry, resulting in an incorrect bake.\n\n1. Open attached .blend file.\n2. Bake the texture.\n3. Compare to viewport render of the scene.\n[displacement_bake.blend](displacement_bake.blend)\n\n",
"Particles: texture density vs density vertex group [very different result]\n\nOperating system: Windows 10 \nGraphics card:2060 Super \n\nBroken: 2.92\nWorked: 2.92\n\nHello developers! I student and texture particle density not working properly. It should work like “vertex group (destiny)”. Sample:\n\n\n[desinty.blend](desinty.blend)\n",
"Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\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",
"Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.",
"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",
"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\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",
"Properties Editor - Materials Tab - Lineart Panel - dysfunctional decorators\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\nThe decorators in the Line Art panel are all dysfunctional. You can't set a keyframe with them. \n\n- Open Blender\n- Create a material\n- Scroll down to Line Art Panel\n- Try to set a keyframe with the decorators\n\n\n\n\n",
"Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n",
"Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n\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\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Crash on 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)"
] | [
"Well when trying to change a material to an diffrent one the material does not change. and also Materials in multible colorspaces do not play well\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.3.1\n\n\n\n"
] |
Toggle Maximize View - Shortcuts don't work – just over the menu
Operating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.21
Broken: version: 2.80 (sub 53)
Worked: (with numpad emulation on)
[Toggle Maximize View over the menu works, but when you want to go back, it doesn't work anymore with the shortcut, just over the view-menu]
| [
"Blender 2.7x keymap: Add reroute shortcut (shift right mouse) doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nCaused by 58e554a55c\n\nShortcut for add reroute doesn't work in node editor.\n\nTry add reroute between two connected nodes using shortcut (shift + RMB during cross line).\n\n",
"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.",
"Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead",
"Pie Menus initiated by tweak events will disable the mouse button used in the tweak event. Works fine for regular menus, operators.\nWindows 10\ngeForce GTXTitan\n\nBroken: blender-2.77.0-git.94e18c5-AMD64\nWorked: (optional)\n\nI've set up some UI shortcuts that use 'tweak' events (or directional gestures) for various pie menus, regular menus, and operators. This work fine for regular menus and operators. After calling a pie, however, the tweak button defined in the input editor (left, right, middle, action) becomes unusable. \n\n1) Open User Prefs, select the add-ons tab, and enable Official Pie menu addon\n2) Select the 'Input' tab in User Prefs, and in the keymap filter (set to name), type the the word 'pie' without quotes\n3) The first filtered pie is 'Frames'. change the hotkey as follows: \nClick the event mapping dropdown (its set to keyboard by default), and change to Tweak. two new options appear next to it: 'Left', and 'Any'.\nChange the type of event, or leave it as 'Left' \nChange 'Any' to a direction.\nSelect a modifier key such as Shift\n\n4) go to the 3d view and execute the new shortcut you set up. The playback options should appear in the pie menu but are not selectable. Hitting the escape key will get out of the pie, but the defined tweak button is not usable.\n\nNOTE: If you use the default right click select, you can still place the cursor, but can't trigger the shortcut again. If left click select is set, then normal tweak events like moving selected objects are also not possible.\n\nNOTE: Toggling Object/Edit mode will make the button usable again.",
"3D View - removing Hotkeys for Toolbar/Sidebar throws empty keymap 3D View Generic error\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\n3D View - removing Hotkeys for Toolbar/Sidebar in the View menu throws empty keymap 3D View Generic error in the console.\n\n\nOpen Blender. In the View menu of the 3D View remove the hotkeys for Toolbar and Sidebar. Open the Console ...\n\n\n\n",
"automated motion path not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\nWorked: version 3.1\n\nin version 3.2.1 or in 3.3 the motion path the newer automated way doesn't show the motion path for the last keyframe the older way where we can select the range is better please give that back\n\nthe motion path not showing last keyframe's motion path\n[constant Extrapolation not working and motion path not showing the last keyframe.blend](constant_Extrapolation_not_working_and_motion_path_not_showing_the_last_keyframe.blend)\nopen the attached file and when you try to calculate the motion path of any object or bone the last keyframe's motion path not showing in this file you can see the frame 24 not showing\n",
"Removing and readding hotkeys adds them in the wrong section of the keymap\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\nWhen you remove let's say the hotkey to call the toolbar in the 3D view, and then readd it, then it gets readded in the wrong section of the keymap. The result is that this hotkey may be troubled now. See example below.\n\nThis behaviour breaks the functionality to manage your hotkeys from within the right click menu of the operators in the UI. This is a showstopper bug for user configured keymaps. \n\n\nOpen Blender. In the View menu of the 3D view remove the hotkey for Toolbar. This hotkey is local, just for the 3D view. It's initally located in the generic section of the 3D view.\n\nNow readd the hotkey. Watch in the keymap where it gets readded. In the Window section. And this section acts global.\n\nNow switch to the Scripting Layout. Press the hotkey that you have readded in the 3D View. You will get a error message now. The hotkey is now global, it is in the Windows section. But the toolbar does not exist in the Text editor. And so we get a error message.\n\n\n\n\n\n\n\n\n\n\n\n",
"Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"Certain Float Curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\n\nchanging float curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\n\nchange y clipping to -1 then zoom in/out with the magnifier icons:\n\nUI disappears\n\n\n",
"Pie Menu shortcuts in Tooltips\n## Issue\n\nFor any operator, menu or active tool that has a shortcut we show the shortcut in the tooltip in it's corresponding UI element.\nThis is so far not the case for pie menus, even though they are heavily used and essential for an efficient workflow.\n\nExamples of this are:\n`Ctrl + Tab` for switching Modes\n`Shift + Tab` for enabling Snapping\n`.` for the Transform Pivot Point\n`,` for the Transform Orientation\n`Z` for Shading options\n`Alt + W` for the Drag Action\n`Shift + S` for Snapping\n`Tilde` for View\n\n`W` for Face Sets in Sculpt Mode\n`A` for Masking in Sculpt Mode\n`Alt + A` for Automasking in Sculpt Mode\n\n## Proposal\n\nMost of these already have a clear UI element tied to them. \nEither a sub-menu in the header with the same operators (Snap),\nor a popup that has the same settings (Transform Pivot, Modes, ...)\n\nThese can more easily get a shortcut in their tooltips.\n\nMore complicated are the cases where the the operators are not grouped in 1 sub menu (Sculpt Mode operators, view operators)\nor where the options are shown as individual modes in the UI (shading options)\n\nThere it could make sense to give them all the same shortcut. Perhaps with the extra info that it's a \"Pie Menu Shortcut\"\nSo for example if the \"Extra Shading Pie Menu Items\" are enabled in the keymap preferences, The overlays toggle could say in the tooltip:\n> Shortcut: Shift Alt Z\n> Pie Menu Shortcut: Z\n\n\nIn those cases, the direct shortcut has priority, especially in menus where there could be only space to show 1 shortcut. The other can be in a tooltip.\nThe direct shortcut would also be the one that can be edited by right clicking.",
"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).",
"Regression: View jump randomly when zoom in and out with AutoDepth\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93 0f7becece7\nWorked: 2.93 1a69d491e5 \n\nView jump randomly when zoom in and out with AutoDepth\n\n- Open Blender.\n- In Preferences->navigation->check \"Auto Depth\"\n- You should also enable Zoom to mouse position\n- Then in view port press num7 to go TopView. \n- Navigate mouse arrow to corner (for example) of default cube \n- Zoom in and zoom out.\n\nView will jump randomly\n\n",
"Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous",
"How to keep asset viewer options and the search field in view?\n\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).",
"Opening the Preferences/Render window replaces the current opened window with the other interface\nBroken: version: 2.83 (sub 13) \nWorked: Never\n\nOpening the Preferences/Render window replaces the current opened window with the other interface.\n\n\nMethod 1:\n* Open a new scene/or an existing scene.\n* Press F11 to render the scene.\n* Once rendered, go to the menu “Edit | Preferences...”\n* The preferences interface replaces the render interface in the same window.\n\nMethod 2:\n* Open a new scene/or an existing scene.\n* Go to the menu “Edit | Preferences...”\n* Press F11 to render the scene.\n* The render interface replaces the preferences interface in the same window.\n\nThere is no reason to replace a window/interface by an interface of different functionalities or with a different purpose."
] | [
"Maximise Area and Toggle Full Screen Area does not work at all in Mac OS Mojave\nOperating system: OSX Mac Mojave version: 10.14.3\nGraphics card: Intel HD Graphics 4000 1536 MB\n\nBroken: 2.80, 3600bb79d05d, Beta, 2019-03-15, as found on the splash screen)\nWorked: (optional)\n\n\n\n - Main Screen - View - Area - Toggle Maximise View the **shortcut Ctrl+Spacebar*** does not work!!\n - Main Screen - View - Area - Toggle Full Screen Area the **shortcut Ctrl+Alt+Spacebar** does not work!!\n"
] |
Shift + Click in Image Editor crashes Blender
Operating system: Linux-5.0.7-050007-generic-x86_64-with-LinuxMint-19.1-tessa 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56
Broken: version: 2.80 (sub 57)
Worked: (optional)
Holding shift and left click in an Image Editor containing an image (even if empty) instantly closes Blender.
- Open Blender, open an image editor
- Create a new image or open an existing one
- Shift + click somewhere in the editor -> Crash | [
"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.",
"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",
"Undo doesn't work with paint mask selection (texture paint vs. vertex/weightpaint)\nOperating system: Linux-5.2.10-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.32.0, 5.2.10-arch1-1-ARCH, LLVM 8.0.1) X.Org 4.5 (Core Profile) Mesa 19.1.5\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUndo does not work with paint mask selections. The expected behavior here is that undo should work as in other selection modes.\n\nClick on texture paint.\nSelect single image and create a texture.\nTurn on paint masking, and then select the \"select box\" tool.\nclick on a face on the cube to select it.\nPress ctrl-z.",
"Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)",
"output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n",
"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",
"Blender 2.92 crashing when editing fractured mesh\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\n- 2.83.10\nWorked: ?\n\nI have used cell fracture to fracture a UV sphere. I did separate the parts using P. I tried to edit a part and it is where the crash happens.\n\n\n```lines\n/home/yves/Downloads/blender291/blender(BLI_system_backtrace+0x20) [0x84ba490]\n/home/yves/Downloads/blender291/blender() [0xe5293a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fa720a5e210]\n/home/yves/Downloads/blender291/blender(DRW_mesh_batch_cache_create_requested+0x5a9) [0x1364e89]\n/home/yves/Downloads/blender291/blender() [0x1311158]\n/home/yves/Downloads/blender291/blender(DRW_draw_render_loop_ex+0x35d) [0x131232d]\n/home/yves/Downloads/blender291/blender(view3d_main_region_draw+0x8f) [0x1afb15f]\n/home/yves/Downloads/blender291/blender(ED_region_do_draw+0x7e1) [0x16b43f1]\n/home/yves/Downloads/blender291/blender(wm_draw_update+0x52e) [0x11c181e]\n/home/yves/Downloads/blender291/blender(WM_main+0x30) [0x11bf740]\n/home/yves/Downloads/blender291/blender(main+0x30d) [0xd8d12d]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fa720a3f0b3]\n/home/yves/Downloads/blender291/blender() [0xe4f0b3]\n```\n\n{F9530087}\n\n{F9530088}\n\n- Open the attached file and select `Sphere_cell.055`.\n- Try to switch to edit mode.\n\n\n",
"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",
"Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)} The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ",
"Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n",
"Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.",
"Re-render after saving a render result as image with 'Copy' option turned OFF makes blender unresponsive\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: versions 2.79 & 2.81 (sub 16)\nWorked: (optional)\n\nRender with F12, save the rendered image with 'Copy' turned off, and render again. This makes (parts of) Blender unresponsive.\n\n - Render the default cube.\n - Image - Save as, and uncheck Copy in the options.\n - Click Save as image.\n - Re-render the image.\n - Press {key Escape} to close the render window (it doesn't).\n - Press {key F12} to re-render (it doesn't).\n\nStrangely enough some parts of Blender are still responsive. For example {key Shift F12} still switches to the timeline.\n",
"Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n",
"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",
"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"
] | [
"CTRL+click on an image in a UV or Image Editor crashes Blender\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n2.80 (sub 55)\n[uv_editor_crash.blend](uv_editor_crash.blend)\n - Open blend file. Switch to either Lookdev or Rendered mode (in Eevee).\n - CTRL + Mouse Click on the image in a UV or Image Editor window. Mouse click has to be either left or right, depending on your settings.\n - Crash."
] |
Boolean seems to do something weird on my material
Operating system: Windows 10 x64
Graphics card: Geforce 1070
Broken: 2644e4f8f49b
When i have Boolean on :

When i turn off Boolean :

My material :

The image that dissapears uses another UV.
[boolean.blend](boolean.blend) | [
"Compositor: Continously add/remove for cryptomatte.\nSource: 24223\n\nPROBLEM\n\nSometimes when using Cryptomatte the objects to isolate and divide into various passes can be a lot, and the process becomes tedious because you can only Add or Remove one object per time, then go back to the Cryptomatte node and click the + or - icon again, slowing a lot the process. Instead, it would be way more handy being able to select multiple specific objects.\n\nSOLUTION\n\nHave Add and Remove to work with multiple clicks, and then press Esc to go out of the selection mode when needed.\n\nNOTE: although categorized as good first issue, it might require more changes than expected as UI code is shared with color picker. Of course the color picker workflow should not change.",
"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)",
"Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)",
"Looks like an eevee limitations with UV maps and attributes\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: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"data transfer breaks if more than one remesh is above it in the stack.\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\nSometimes the `DataTransfer` modifier doesn't work for no apparent reason.\nIn the attached file, putting a `Boolean` modifier after the `Remesh` makes `DataTransfer` work again.\nThis isn't anything to do with differing topology between the hidden and unhidden monkey, otherwise it wouldn't work with only one remesh modifier in the stack.\n\n- Open the file bellow\n- with the monkey selected, turn off the boolean modifier in the stack. \nThe uvs which are being transferred from the hidden monkey will disappear (making the monkey all black).\n[simplified data transfer.blend](simplified_data_transfer.blend)\n\n---\nOriginal file:\n\nOne remesh modifier works fine:\n\n\n\ntwo remesh modifiers break the data transfer:\n\n\n[terminator.blend](terminator.blend)\n",
"Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n\n\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.",
"Geometry Node: Mesh Boolean & Attributes domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.4.0 Alpha\n\n\nIncorrect save behavior of attributes during Mesh Boolean node if they have different domain or points.\nVideo example based on the example file:\n|  |  |\n| -- | -- |\n[2022-10-10 13-54-06.mp4](2022-10-10_13-54-06.mp4)\n\n\n1. Create 2 meshes and attach a named color attribute of a different color to them.\n2. Perform a cut operation between them using the Mesh Boolean node.\n3. Display the color of the attribute in the preview or otherwise.\n\n[test boolean.blend](test_boolean.blend)",
"Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).",
"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)",
"Menus & Context Menus: What to do if operators aren't valid\nThis is a design doc to clarify how we should handle cases where operators aren't applicable. \n\nCurrently, we deal with this poorly:\n\n - In the context menus, we often show properties that won't work (such as when nothing is selected)\n - In regular menus, sometimes operators don't work in certain criteria, but it isn't communicated\n\nHere's how I think we should solve it:\n\n## Context menus\nRule: Only ever show operators here that actually work in the current context.\nThis means that, if nothing is selected, we should not show operators to act on the selection, since this will fail.\nIn general the context menus are always meant to show the user relevant items for the current situation, so this fits with that concept.\n\n**When nothing is selected**\nFor the case where nothing is selected, there often won't be very many applicable operators. In that case, we should add operators to add new items (objects, meshes, strips etc).\n\n## Regular menus\nThese we should keep constant, and not hide or show items, since it breaks muscle memory. Instead, we should use greying out. Preferably we should improve operator polling so that operators get greyed out when not applicable. When nothing is selected, or the wrong kind of item is selected, operatoers that don't do anything then should become greyed out.",
"Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)",
"Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n",
"Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n\n\n",
"3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect."
] | [
"Applying a boolean modifier can delete UV maps or add empty ones\nOperating system: OSX Mojave (10.14.2)\nGraphics card: NVIDIA GeForce GTX 780M 4096 MB\n\nBroken: 2.80 Beta, 4dd0a90f4213, 2019-01-01\nBroken (but differently) 2.79, 111179beb0b1, 2018-12-27, and the 2.79b release.\n\n\nApplying a boolean modifier can cause a UV map to be deleted in 2.80, or an extra one to be added in 2.79, depending on whether one of the arguments has a UV map.\n\nWhen I use a boolean difference operator to transform a shape A into A-B:\n\nIf A has a UV map and B does not, then in 2.80, A-B has no UV map. In 2.79 it works as expected: A-B has a single UV map that maps faces descending from A in the natural way and faces descending from B to (0,0).\n\nIf A and B both have UV maps then in 2.80 this works as expected: the new object has a single UV map computed in the natural way from those of A and B. In 2.79, the result also has the expected UV map, but it acquires a second UV map that maps every face to (0,0).\n\n\n\nThe attached .blend files illustrate this, one for 2.79 and one for 2.80. Both files contain the same objects. The colours are for identification of parts.\n\nRed: Cube has UV map, plane does not. The cube has a boolean difference modifier with the plane.\nGreen: As Red, after applying modifier. In 2.80, the cube has no UV map. In 2.79, it has the expected UV map.\n\nYellow: Both have UV maps. The cube has a boolean difference modifier with the plane.\nViolet: As Yellow, after applying the modifier. In 2.80 and 2.79 it has the expected UV map, but in 2.79 it has an extra zero UV map.\n\n[boolUVbug279b.blend](boolUVbug279b.blend)\n\n[boolUVbug280.blend](boolUVbug280.blend)",
"Animated Boolean breaks textures\nWindows 10\n\nBroken: fcc88a6bf04\n**Worked:** 2.79b\n\n\ncreate 2 objects with one of the object boolean the other object\nanimate one of the objects so that the boolean is cutting through the objects (al of this works)\nad a mapped material or procedural material the object being differenced out but the boolean object\nthe texture should either default, average out or do something strange.\n\nWhen reproduce its works attached is the file that doesn't work we believe it is some the something to do with the way the textures are mapped. {[F5034736](Animated_Bool.zip)}We have tested this but still not sure already \n\n\nthanks \n\nAd\n",
"Texture Not Visible in Viewport with Modifiers\nOperating system: Windows 10\nGraphics card: GeForce1080\n\nBroken: \nblender-2.80-33993c056a5-win64\nWorked: \nblender-2.79\n\nThe texture applied to the material is not visible in the viewport when modifiers are added to an object.\n\nCreate Material with an Image Texture on Object\nAdd a Boolean Modifier\nAt this point the texture should disappear",
"Booleans and textures with UV coordinate\nOperating system: Ubuntu 16.04 LTS\nGraphics card: NVidia GTS 680\n\nBroken: 2.80, 81ea815dcb6, 2018-12-12\n\nWhen I use boolean meshes without UV texture coordinates on mesh, which have UV texture maped on it, then texture will not apear on textured object. \n\nI add Monkey with option Generate UVs select\nUse some texture with UV texture coordinate on the Monkey\nThen I add for example Cube. Make sure this Cube doesnt have UV texture coordinates created.\nWhen I add boolean modifier on the Monkey, and I use the Cube, texture disapear. From all views. When I togle Boolean modifier, texture will apear again.[boolean_and_uv_textures.blend](boolean_and_uv_textures.blend)"
] |
Blender 2.81 - 2.90: Applying more than one material on a mesh object does not work on Linux System
Operating system: Linux-5.0.0-15-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: AMD TAHITI (DRM 2.50.0, 5.0.0-15-generic, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.2.0-devel (git-e2e89fb 2020-07-25 bionic-oibaf-ppa)
Broken: version: >2.81, 2.83.4, blender-2.90.0-c300fc56c3cc-linux64
Worked: blender-2.80-linux-glibc217-x86_64
```
Origin is a double cube with two others and assigned materials.
Shading Tab -> Material Properties icon
Plus sign -> New button (Add a new material)
Edit Mode -> Face selected -> Assign button
In edit mode, both assigned parts are visible. After switching to the object mode, the one assigned to the second material disappears.
Only first material is rendered. If materials order is swapped then another is rendered (always first).
This issue affects versions: 2.81 - 2.83.4, in: solid mode, material mode and render preview (Eevee).
In: vieport shading mode and render preview (Cycles) is OK
In the earlier version 2.80, both materials were rendered correctly
```
**Related bug reports**
#72228, #68826, #70106


[28.blend](28.blend)
[v2.80.0.system-info.txt](v2.80.0.system-info.txt)
[v2.83.4.system-info.txt](v2.83.4.system-info.txt)
[video-info.txt](video-info.txt)
| [
"File->Open Recent behaves different from Edit Override Library on Linked Object Materials\nOperating system: Windows 10\nGraphics card: AMD Radeon & NVidia 1060Ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen using File->Open Recent to change blend files, the overridden materials on a linked object are getting broken/changed. When using Edit Override Library on the linked object, the materials remain consistent.\nI am seeing a behaviour difference that breaks the material order when using File->Open Recent versus Edit Override Library. When using File->Open Recent it is changing the order of the materials destructively. This is related to linked objects and overriding their materials.\n\nDefault startup, 2 files needed.\nWhen using File->Open Recent the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. File->Open Recent->(File from step 1)\n12. File->Open Recent->(File from step 10)\n13. Notice that Material 1 and Material 3 are now the same materials\n\nWhen using Edit Override Library the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. Item->Edit Linked Library\n12. Item->Return to Original\n13. Notice that the Materials are in the order and color from step 7, no change\n\nThis requires several files as the initial set up gets broken. Easiest to follow the steps.\nFiles are included, they are:\n\nLinkedObjectMaterials.blend -> This is the file with the object that will be linked into the other files\nOverrideTest.blend -> File has a link to LinkedObjectMaterials.blend and it has a changed material that was set up and tested using EditOverride Method and the materials are OK\nFileOpenRecent.blent -> File has a link to LinkedObjectMaterials.blend and the 3rd material was changed and now both the first and third materials are the same.\n\nAsk if any clarifications are needed. It took me a while to narrow it down to this case.\n\n",
"\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n",
"Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be.",
"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 ",
"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)",
"Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n\n\n\n\n\n\n",
"Generated texture coordinates missing when switching from solid to rendered mode\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.80.0-git.14884cda1ff5-windows64\nWorked: 2.79b f4dc9f9d68b\n\nThe \"Generated\" texture coordinates make textures \"stick\" to the surface, even if the object is being deformed.\nHowever, this does not work as expected in 2.80 with the Armature Modifier, neither in Eevee nor Cycles.\nIn 2.79 in works correctly.\n\nPossibly related: #59275.\nHowever, this bug affects both Cycles and Eevee, while that report only concerns Eevee (and Cycles works correctly).\nThe difference is that here an Armature is used, while that report uses Shape Keys.\n\n[generated.blend](generated.blend)\nThe scene contains a cube with an armature modifier.\n- Open in both 2.79 and 2.80.\n- Press F12 to render.\n- See how the texture mapping differs.",
"In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n\nBall Subsurface Off (0.0)\n\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n",
"Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!",
"Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n\nobject hidden for camera (still some artefacts)\n\nobject excluded from render - no artefacts\n\n\n[OverlapBug.blend](OverlapBug.blend)",
"Gizmo can't display when select two object\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n**Short description**\nTwo conditions are assumed:\n1. Two objects, one is movable and one is locked to move.\n2. The second is a child of the first.\n\nWhen a movable object is selected, the gizmo can be displayed normally\n\n\n\nwhen both are selected, the gizmo cannot be displayed, but they can be moved, so is it against common sense?\n\n\n[gizmo_bug.blend](gizmo_bug.blend)\n\n\n",
"material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.",
"Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n",
"Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\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"
] | [
"Assigning multiple materials to one face makes it invisible\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: AMD KAVERI (DRM 2.50.0, 5.4.0-47-generic, LLVM 10.0.0) X.Org 4.5 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.0\nWorked: (2.83)\n\nWhen I assign a new material, the face becomes invisible but it's still there.\n\n- Add cube\n\nCreate new material\n- Select one face (in edit mode)\n\nAssign new material.\nThe face becomes invisible but it's still there.\n\n[assign_material_error.mp4](assign_material_error.mp4) Small video\n\n[assign_material_error.blend](assign_material_error.blend) File of the project\n\n"
] |
Blender not available
A while ago I updated my blender version to 2.76. My computer is a Mac, and I am in the US. Now today, all of a sudden, that version of blender isn't on my computer. I went to the site to re-download it, but there is no US download choice for the Mac! What's going on, here? | [
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.",
"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",
"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\n",
"Can't display .blend thumbnail in the Windows explorer\nwindows 7 64 bit\n\nBroken: blender 2.75a c27589e\n\nCan't display .blend thumbnail in the Windows explorer!\n\nboth v2.75 and 2.75a all can't display .blend thumbnail in the windows explorer! I have install and uninstall again and again ,it's still don't display thumbnail. \n",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n",
"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",
"Blender 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\n\n",
"Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).",
"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.",
"problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n",
"CommandBuffer Failed: cycles metal integrator_ shade_volume --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n",
"Blender development todo list -- Scripting\n| Notes: |\n| -- |\n| - This is a direct dump of Scripting (without cherrypicking the [still] valid items)\n| - Changed the broken python documentation links |\n\n\n**Unstable or poorly tested**\n- [ ] BMesh operators currently use int's for enums that have undocumented values. blender/blender-addons#34914\n\nFixes that still need doing.\n**Internal API Problems**\n- [ ] Class registration needs to be reworked. as well as some internal bugs fixed.\n- [ ] RNA api has a bug where 'raw_type' defaults to INT but is not set for MFace verts in makesrna.\n- [ ] ID data returned from functions is not included unless the type is an ID itself.Returning a mesh will work but not a meshes face for eg. See bpy_rna.c - /- [ ] XXX this is missing the ID part! []/\n- [ ] Dynamic enums currently refer to invalid memory when accessed from python, we need a way for python to hold the memory until its done with the dynamic enum.\n\n**Low Priority Py API**\n- [ ] Re-Registering classes leaks memory, would be good to resolve this. (see comments in bpy_rna.c)\n- [ ] 'Safe Mode' - where writes to invalid memory are detected.\n- [ ] Implement import hooks rather than replacing import/reload pep-0302/\n\n### Python/RNA API Design TODO\n- [ ] Add a way to cancel running scripts from the user interface, with no console this becomes very problematic (Esc --> KeyboardInterrupt for example).\n- [ ] Currently there is no way to write packed images from blend files, support for this should be added to exporters. eg: image.pack_write(\"somepath.png\")\n- [ ] Addressing operators/panels/menus, should we translate all names fromSOME_MT_menu --> some.menu, ONE_PT_panel --> one.panel ? would mean the UI code could reference them by this more pythonic syntax.\n- [ ] need to decide how 2.4x api's will fit in with new apis. PyNodes, PyConstraints.\n- [ ] convenience function to get selected verts/edges/faces to prevent expensive iteration over meshes. Something like: me.verts.selected\n- [ ] Design a method to allow custom UIs to filter properties/options. Useful for Blender GE too (example: which constraints are supported (#26804). Complex matter for which rna needs to be extended?\n- [ ] Zero bytes are not supported in RNA byte string types, see blender/blender-addons#32581\n- [ ] Better python API and undo stack integration, see #38386\n\n**Inconsistencies**\n- [ ] bpy.ops.mode_set(...) has different mode-names than bpy.context.mode. E.g. TEXTURE_PAINT vs PAINT_TEXTURE''CoDEmanX:'' Getting mode from bpy.context.mode for mode_set() is inappropriate, use '''bpy.context.object.mode''' instead!\n- [ ] bpy.ops.object.move_to_layer() takes a boolean array of 20 elements (like in Blender GUI), but most functions require 32 elements. bpy.ops.object.add() for example.\n- [ ] bone.matrix returns a matrix, but requires a list when assigning to it. This also goes for some of the other matrix attributes of bone, editbone and posebone. [appears to be resolved as of 2.67?]\n- [ ] the term 'size' is used incorrectly in some cases, where it should be 'scale' instead. Review and correct: search.html?q=size&check_keywords=yes&area=default\n- [ ] keyframe_insert(), options for insert or replacing existing keyframes, threshold for detecting doubles see: bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert\n- [ ] The ID data block path returned by RNA_path_full_ID_py (rna_access.c) for node trees only works for node groups, which are stored as true ID data blocks in bpy.data.node_groups. For material/compo/texture nodes which are part of Material/Scene/Texture respectively the function can not determine the correct path. Best solution would be to get rid of nested ID data blocks altogether blender/blender-addons#35720\n\n### Python RNA access\n- [ ] Remove mesh vertices / edges / polygons (without bmesh module)\n- [ ] Shorthand for active vertex / active edge (bmesh module)\n- [ ] Active vertex / edge index for meshes (like Mesh.polygons.active)\n- [ ] Remove Shape Key\n- [ ] Remove Curve Points\n- [ ] Particle edit mode\n- [ ] Start/stop the physics sim\n- [ ] Sculpt mask custom data\n- [ ] Add / remove rigid body + constraints + world\n- [ ] Add / remove transform orientation\n- [ ] Add / remove Text curve object Textboxes\n- [ ] Add / remove Particle Systems\n- [ ] Sequencer, ability to load and images blender/blender-addons#40663\n- [ ] Pixels and resolution are not available with multilayer EXR or Render Result images #53768\n\n### Python Console\n- [ ] Append to (and remove from?) SpaceConsole .history and .scrollback\n- [ ] input() is not supported #40592\n\n### General todo items\n- [ ] Operator redo (toolbar) could also change the last InfoWindow print of the python operator equivalent.\n- [ ] mathutil.geometry.intersect_point_quad_2d works inpredictable for non-concave or quads with singularity edges #30831\n- [ ] modules/rna_xml.py: BoolVectorProperty and CollectionProperty issue blender/blender-addons#32882\n- [ ] Drivers should be able to access '''self''' for bones and objects.\n- [ ] Add the ability to report() without an operator, internally use CTX_wm_reports(C), See: operator-report-outside-operators\n"
] | [
"Official Blender 2.76b \"binary is broken\" under Mac OS X\nMac OSX 10.10.5\nMac OSX 10.11.1\n\nBlender 2.76B\n\nThe new Blender Binary 2.76b does not work... both machines (one with El Capitan, one with Yosemite) say that the binary is broken... \nI dowloaded Blender from different mirrors.\n\nGreeting from Koblenz/Germany,\nJörn Seger",
"Blender.app damaged on OSX\nOSX 10.11.1 and OSX 10.9.5\n\nBroken: 2.76b official\nWorked: 2.76 (2.76a not tried)\n\nCannot open the latest (2.76b) version of Blender on OSX\n\nAttempting to open Blender produces error dialog: \"Blender\" is damaged and can't be opened. You should move it to the Trash.\n\n"
] |
Increase Area Splitting Action Zone Size
This change [D4033](D4033) makes it really difficult to drag the corners in the interface.
Especially with a tablet on a 4k monitor.
It was much faster to duplicate and reduce the windows before this change.
Please also consider to look at the horizontal and the vertical space it's also very small
K0cbbc/
At least an option for changing these scales/areas would be nice
Thanks for your hard work guys! | [
"Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff",
"UDIM grid changes and enhancements\nThe UDIM tile grid behaves oddly/inconsistently in many circumstances for both configuration and display. This design tasks will hopefully a) enumerate the most egregious issues b) provide a place for artist feedback on the proposals c) document the ultimate decision for each item below.\n\nComplete\n- [x] The UV tile grid no longer disappears as soon as an image is loaded into the UV editor space (4fb7217043)\n- [x] [D11862](D11862): Provide a way to disable the grid entirely and respond to the Overlay toggles. Move current UI into Overlay panel as well. \n\nFuture design / discussion required\n- [ ] Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid?\n- [ ] Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit?\n- [ ] Should anything different be done about the grid when displaying non-square images?\n\nFeedback thread: 20136\n\nThis task will be used for general organization. Most feedback should be provided on the DevTalk thread above.",
"Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.",
"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",
"Keymap system refactor\nListing issues with the current key-map system.\n\nKey-Map System\n--------------\n\n\n- Timers should be removed from the key-map, since they are for internal operations.\n- Action-zones should be removed from key-maps.\n\n\n\nUser Interface\n--------------\n\n- The ability to re-order key-map items.\n\n```\nThis is important as key-map items are handled in the order listed, with some items passing on to key-map items defined afterwards. \n```\n\n- Ability to select from existing operators list instead of typing in a string (similar to selecting ID's bones... etc).\n\n- Other features:\n\n - Remove duplicate key-map items.\n - Show invalid key-map items (missing operators, reference to invalid menu items... etc).\n - Disallow assigning invalid/duplicate key-map items when using \"Assign Shortcut\".\n\n\nOpen Topics\n-----------\n\nThese are larger issues which need design work, which this proposal doesn't (yet) handle, and it's not clear exactly how these would be handled.\n\n- Exporting key-maps looses the ability to access key-map preferences.\n- Mapping keys from keyboards which have keys not found on a US/English keyboard.\n- Workflow for editing and maintaining custom key-maps could be looked into & improved.",
"Add toggle for Vertical and Horizontal Display Mode\nAdd a toggle for the other display modes supported by the File Browser. Wasn't sure if this is needed, but after some feedback and checking of other asset browsing UIs I think such a more compact display mode is good to have.",
"Proposal to change loop-cut behavior\nCurrently, loopcut is done in 2 steps.\n\n- pick the loop to cut.\n- slide the edge loop.\n\nIn some ways this is good, you make 2 separate decisions quickly without fidgeting with the cursor to put a loop in some place which might be difficult to locate exactly.\n\nCurrently the cut is always exactly in the middle, this isn't always a bad thing - sometimes you want a cut in the middle so in that case you can simply do `Ctrl+R, LMB,LMB`\n\nThis design ticket proposed that it be changed so the initial pink-preview loop is aligned to the mouse cursor, this way the default behavior would be to add where you click, and if you want the loop to be exactly centered you could hold `Ctrl` to snap it to the center.\n\nWe can also make it so holding `Ctrl` while selecting a loop keeps the existing behavior. (This matches knife's midpoint snapping).\n\nThe only drawbacks I can think of are...\n- if you prefer old behavior as default and are adding a lot of central loop cuts.\n- if you want to add a loop where many edges meet or overlap, its can be hard to select the right edge and the right % in one step, In that case you can still *add-and-slide*, but this behavior would mean users would get into a habit of adding directly and double clicking, and in some cases there is a bit of a conflict attempting to make both decisions in one step.\n- Behavior with multi-cut - I would match current behavior with multi-cut and slide, but I can imagine this would feel a bit awkward from a user perspective.\n",
"Warnings, Restrictions, & Centralized Administration\nWith more organizations adopting Blender there is increasing need to simplify the deployment, maintenance, and administration of the program in large installations. This plan is meant to be a number of incremental steps that, once approved, I could implement myself. I have about 10 years of prior experience as a Domain Administrator on a network of approximately 600 users and 1000 computers in a Windows domain, and am familiar with the pitfalls and best practices.\n\n**Improved Warnings**\n\nThis doesn't seem related, but is. I would like us to implement something like [D10955: UI: Improved Operator Confirmations](D10955), which allow us to make warning dialogs much more easily than now that are also more informative, more customizable, and more differentiable. This way we can define many more than we have now to cover almost any situation where some users might want warnings, like when overwriting existing files or when files differ in version. We can define more because we'd also add the ability for users to easily enable/disable them.\n\n**Move Warning Configurations from Keymap to Settings**\n\nRight now the configuration of warnings is quite obscure, buried in the keymaps as an attribute of the entry. Most users will not be able to change the current warnings. I'd like to make a \"Warnings\" section in Settings with checkboxes to allow quick enabling and disabling of warnings.\n\n**Expose Factory Settings**\n\nRight now the default startup file and the factory preferences are only stored inside the executable. I'd like to optionally expose those for customization. Perhaps add a command-line argument to the executable that extracts copies of the embedded \"default.blend\" and \"prefs.blend\" to the install folder. These would be used instead, if present, in the same way that you can now override the splash image with a custom \"splash.png\".\n\nIn a large deployment you would put the blender installation folder in a shared read-only location that everyone would launch. That way you only have to install it once, not on every workstation. With this change you could, for example, change the fonts directory to be a shared network location. Change that in this one place and it becomes the default for everyone.\n\n**Add Restriction Settings**\n\nLike the \"Warnings\" section in Settings, I'd like to add \"Restrictions\". So checkboxes that, once enabled, restrict the user from doing some operations. For example to not allow the installation of addons. In a single-user installation this would not be used. But imagine an administrator setting these, along with warnings, and placing a \"prefs.blend\" file in the shared read-only network location of the Blender installation. It now means everyone on the network has the same defaults, warnings, and restrictions.\n\n**Project Settings**\n\nAs another layer of granularity, allow putting these shared defaults and preference files within the folder path of blend files. So while loading any \"blend\" file we also look in its folder and parent folders for defaults and prefs. This way you can have per-project settings.\n\n**Platform Enhancements**\n\nDuring startup we are loading settings for settings, warnings, and restrictions. Once this is done we could also call platform-specific routines if they exist, like checking settings in the Windows Registry for example. This is all that is required to support Group Policy, so an Administrator can set a path for all user, allow some groups to add addons, and only leaders to change restrictions, etc.\n\n",
"Fast highpoly mesh editing\n**Status:** Need work plan \"approval\", all tasks listed already. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** @ideasman42 \n**Project members:** @fclem\n\n**Description**\n**Big picture:** 2.7x level of performance for mesh editing.\n\n**Use cases**:\n* Editing high poly objects with good performance without modifiers.\n* Sample file with 3M avaiable on request, file is ~300MB.\n\n**Design:** #74186 (Proposal for fast high poly mesh editing)\n\n**Engineer plan:** `?`\n\n**Work plan**\n\n**Milestone 1**\nTime estimate: `?`\n\n- [ ] Skip EditMesh to Mesh Conversion [D7169](D7169) (committed)\n\n - [x] Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262\n - [x] Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.\n - [ ] Replace lazy initialization with code that uses the edit-mesh, where practical. *(partially done)*\n - [ ] Evaluate production scenes *(yet to be defined)* to ensure that conversion isn't required for common editing operations.\n - [x] Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage *(similar to 2.7x support).*\n\n- [ ] Minimize GPU Transfer Overhead\n\n - [ ] Create API functions for tagging edit-mesh changes.\n - [ ] Limit updates to: selection data, active element.\n - [ ] Edge Flags Sharpness Seam\n - [ ] Limit updates to: deformations.\n\n - [ ] Coordinates, Face centers & normals.\n - [ ] Custom normals.\n - [ ] UV-tangents.\n\n - [ ] Limit updates to: custom-data layers.\n\n - [ ] UV coordinates.\n - [ ] UV selection.\n - [ ] Vertex color.\n - [ ] Vertex group color.\n - [ ] Custom normals.\n\n - [ ] Limit updates to: mesh properties.\n\n - [ ] Edge crease.\n - [ ] Edge flags (sharp, seam).\n - [ ] Face flags (freestyle).\n\n\n- [ ] Multi-Thread bmesh to mesh conversion.\n\n - [ ] For evaluation mesh *(uses simplified logic)*. [D6947](D6947)\n - [ ] For the full bmesh to mesh coversion *(uses more complex logic).*\n\n- [ ] Optimize edit-mesh GPU updating code\n\n *Benchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.*\n\n**Milestone 2**\nTime estimate: `?`\n\n- [ ] Partial Geometry Updates\n\n - [ ] Support updating only modified geometry when transforming vertex coordinates.\n\n - [x] Coordinates.\n - [x] Normals.\n - [ ] Custom Normals *(note: need to investigate feasibility)*.\n - [ ] UV-tangents *(note: need to investigate feasibility)*.\n\n - [ ] Support partial updates for custom data layers.\n\n - [ ] UV mapping.\n\n - [ ] Mesh UV coordinates.\n - [ ] Mesh UV-tangents.\n - [ ] UV editor coordinate display.\n\n *note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. I'd suggest only to support this if it doesn't add a lot of code-complexity.*\n\n- [ ] Multi-object edit-mode\n\n - [ ] Undo optimization: skip mesh conversion for meshes which aren't modified.\n\n- [ ] BMesh support for the modifier stack.\n\n**Milestone 3 - opensubdiv**\n*Fast mesh OpenSubdiv viewport implementation.*\nTime estimate: `?`\n\n**Unknown Milestone**\n\n- [ ] Multi-thread edit-mesh to GPU data uploading.\n- [ ] Improve geometry buffer configuration (data layout used by the draw manager). \n\n\n**Notes:** Optimizing modifiers is out of the scope.\n\n---\n\n**Relevant links**:\n* #57936 (Mesh modeling performance regressions)",
"Asset shelf UI Polish\n- [x] \"Show Names\" should make the asset shelf taller, so the grid squares don't get resized. - 5c4c6e468c\n- [x] Header on top - 522aecd7b5\n- [ ] Opaque header background behind the buttons/tabs but transparent for the rest. - #112241\n- [x] Thumbnail size option (at least 2-3 sizes). - 62a295bd93\n- [x] \"Show Names\" -> \"Names\", and use Show as the name of the column\n- [x] Consistent gap-size for horizontal and vertical spacing.\n- [ ] Hide Asset Shelf when there is no room to show a single column completely.\n- [x] No support to hide the asset shelf regions indepedently.\n- [x] Three-state for checkboxes (1b1349cee4, 166af87035e).\n- [ ] ~~Rounded borders for the asset shelf~~ - Not needed anymore since the asset shelf uses the full area width.\n- [x] Ctrl+F to enable filtering.\n- [x] Catalog selector:\n - [x] Use block border and add \"Catalogs\"\n - [x] Move checkboxes to the right - adbef033d5\n - [x] Add hierarchy lines\n - [x] Remove (or gray out?) catalogs that have no assets for the current mode - 2be740492b\n- [x] Hide scrollbar when not needed. - 5d0634b3c0\n- [ ] Hide catalog tabs that have no assets for the current mode\n- [x] Allow resizing by dragging settings region - 87aa34d801\n- [x] Show full asset name in tooltip\n- [x] Don't downscale previews at all when \"Show Names\" is enabled, change region size instead. - #112637\n- [x] Better scaling options (consistent with Asset Browser).\n- [ ] Show hint when asset shelf is empty.",
"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. ",
"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",
"Add Asset Browsers to Default Workspaces\nThe Asset Browser should become a crucial editor for many tasks. Therefore it should become part of our default workspaces, wherever reasonable.\n\nIn some workspaces we may run into space issues. In fact the Asset Browser is a good example of why we should have editor tabs, but that is a separate topic and unlikely to be a thing anytime soonish.\n\n### Workspaces to be Updated\n\nThese workspaces should contain the Asset Browser in 3.0:\n* - [ ] ... TBD\n\n",
"Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\n",
"Workbench-Next Volumes Improvement\nA deep rewrite of volumes rendering system could bring several improvement. Here are some goals.\n\n### Half/Quarter resolution rendering\nThis would improve performance for really dense volumes or Hi-DPI displays.\nAn up-sampling method should be used for nicer intersection with the scene geometry.\n\n### Improved lighting & shadowing.\nShadowing is currently non-existent and lighting is very flat.\nThe lighting should follow the lighting used by the surfaces (orientation, color) in all lighting mode (studio, matcap, flat).\nFor matcap, we need a way to extract lighting as light.\n\nHere is a possible algorithm to achieve good shadowing:\nFor each ray step into the volume, shoot one shadow ray towards the most powerful light, and one shadow ray towards a random direction to get ambient light shadowing. The emission texture could also be sampled along the way to produce self illumination.\n\nAll of this is going to be expensive so it should be optional. Hopefully, lower resolution rendering should help.\n\n### Correct Clipping support\nSupport for the Alt+B clipping is currently missing. It should be supported in the new implementation and allow better inspection of volume internals.\n\nClipped volumes should be lit as if not-clipped.\n\n### Depth writing for correct intersections with overlays.\nVolumes currently do not write to the depth buffer producing no intersection with the floor grid and other overlay. This is distracting for depth perception.\nThe resolve (up-sampling) pass should write to the depth buffer.\n\n### Material roughness could affect anisotropy of scattering.\nDefault anisotropy is not suited to all visuals. Being able to tweak this parameter could help work with different simulation types.\n\n### Different volume intersection\nVolumes are currently rendered back to front with ordering issues if they intersect. This problem seems difficult to fix while tackling the other task and keep the rendering cost manageable.\n\n"
] | [
"Splitting and merging viewports is much harder to achieve in 2.8\nHi\n\nI am finding that splitting and merging of viewports to be particularly much harder in 2.8 than the previous versions. Especially merging grabbing from the corner and pulling down ) most ofthe time ends up with splitting the windows further. I think that this is an isue of the grab/area area to be way too small to do this comfortably. This is expecially pain in the neck on laptop with with a touch pad. I have harder time with this when I am not using a Wacom pen. The precision required to get this going is a bit too demanding.\\\n\nTrying to get that \"+\" so one can do splits or merges takes minimum couple seconds for me. In 2.7 this si no issue because there is a visual (stacked diagonals) indication of where the mouse should press to initiate the action.\n\nJust last night, I ended up with 10 unintended horizantal splits on my Laptop, and trying to merge all that back was even harder and painful."
] |
IME will cause the shortcut keys not work
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41
Broken: version: 3.0.0 Beta
Normally, you cannot enter other languages in the 3D view, except English, to ensure that the shortcut keys work properly. But when you finish typing in the text input box, then you can activate input in other languages in the 3D view, and the shortcut keys will be unavailable, even the status of IME is in English (the second video I uploaded). This situation also exists in 2.9x, but 2.9 allows inputting other languages in 3D view, and there will be an IME input pop-up window in 3D view.
The current way to avoid the problem is to use an English keyboard, which requires additional installation on non-English operating systems (at least mine is the case), I hope it can be completely resolved
[ime-bug.mp4](ime-bug.mp4)
[20211101_14.24_137.mp4](20211101_14.24_137.mp4)
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"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)",
"Insert key dropdown on keymap doesn't show keying sets anymore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.2 Release Candidate\nWorked: 2.92\n\nwhen trying to assign a default keying set to the insert key menu, it doesnt show the list anymore just a dropdown that says default\n\n2.92\n\n\n\n2.93+\n\n\nopen blender, go to settings > keymap\nsearch for \"insert keyframe\"\nexpand the \"insert keyframe menu\" under pose mode\nclick the keyingset dropdown... all you get is default.\n",
"C and V keys pressed while drawing a Grease Pencil stroke unchangeable in keymaps\nOperating system: Windows 10\nGraphics card: RTX 3070\n\nBroken: 3.0.0\nWorked: n/a\n\nWhile in the middle of drawing a stroke, pressing C and V keys toggle guides on and off. \n\nThe C and V keys can be bound to something else in preferences, but whatever you bind them to, pressing them while in the middle of drawing a stroke still turns the Guides on and off. I can find no listing for these shortcuts in the Keymaps section.",
"TextEditor cannot enter Chinese chars with using IME\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nTextEditor cannot enter Chinese,\n(This makes it hinders to write comments or pseudocode in some native language.)\nBy the way, I'm using the MicroSoft IME. I can paste string to texteditor...\n\nwrite code comment with chinese...\n",
"Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ",
"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.",
"Shortcut changes are applied to all keymaps globally instead of individual keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.34\n\nBroken: version: 2.92.0\nWorked: Unknown - I tested as far back as 2.79b\n\nAfter creating a new, custom keymap in Blender, any shortcut changes are applied globally for all keymaps instead of only locally to the new, custom keymap. Therefore, switching between keymaps does not make a difference, since any shortcut changes made to one keymap are applied to the rest of the keymaps globally.\n\n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Keymap\" from the list on the left\n3) Click the \"+\" next to the keymap dropdown (default says \"Blender\")\n4) Enter a name and click \"OK\"\n5) Change a shortcut\n6) Switch back to the default \"Blender\" keymap\n7) The shortcut change is applied (copied) to the default keymap plus all other keymaps in the drop down.\n\n**Conclusion:** Creating different keymaps has no purpose since the shortcut changes are copied to all keymaps globally.\n\n**Workaround:** \n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Preferences\" in the menu bar and uncheck \"Auto-Save Preferences\"\n3) Click \"Keymap\" from the list on the left\n4) Make all shortcut changes **before** creating a keymap\n5) Add a new keymap and give it a name\n6) Click \"Preferences\" in the menu bar and click \"Revert to Saved Preferences\"\n7) Keymaps should now be different and show their own individual shortcuts when switching back and forth\n\n\n\n - Any further changes to the new keymap will be applied globally. To update your new keymap with further changes:\n\n\n\n8) Update the shortcuts \n9) Delete the custom keymap (or add a new keymap with the same name and skip the next step)\n10) Add a new keymap and give it a name\n11) Click restore above the shortcut updates\n\n\n",
"3D Cursor don´t take into actcount the face orenration with keyboard shortcut ( Shift + RClick)\nversion: 2.80 (sub 51), branch: blender2.7, commit date: 2019-03-25 00:55, hash: 07f6be87a97e, type: Release\nbuild date: 24/03/2019, 18:03\nplatform: Windows\n\n3D Cursor don´t take into account the Geometry orentation (topbar options ) with keyboard shortcut\n\n- Open blender and select 3D cursor tool\n- Set \"Geometry\" in the topbar 3D Cursor options\n- Use Shift + RClick to set your 3D cursor on top of default cube\n\nResult:\n\n3D Cursor don´t take into actcount the face orenration \n",
"Upload settings from previous version breaks language settings\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\nIn previous version I have Russian language only for tooltips.\nAfter uploading in newer version all checkboxes checked.\nSame issue, if i switch to English and back.\n\n**Steps to Reproduce**\n- `Edit -> Preferences -> Interface -> Translation`\n- Change the language (eg. Dutch)\n- Change the checks present below it\n- Switch to some different language and return again to `Dutch`\n- State of the checks is lost\n[2021-03-11_01-56-09.mp4](2021-03-11_01-56-09.mp4)\n\n",
"Emulate 3 Button Mouse conflicting with Add Primitive tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.91.0 Alpha\n\nAs the title suggests, emulate 3 button mouse which works with Alt key conflicts with the alt key of the Add primitive tool where you get to extrude on both sides. I can't commit the extrude while holding alt.\n\n[2020-08-30 21-56-30.mp4](2020-08-30_21-56-30.mp4)\n1. Turn on Emulate 3 button mouse\n2. Select Add Primitive tool, drag out a shape.\n3. Hold Alt to turn on double side extrude and try to click to commit and it won't.\n\n",
"UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n\n\n\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"Tooltip for the Drag tool setting\n## Issue\nRecently for Blender 3.0 the \"Drag\" option in the header tool settings was included for most active tools. This allows right click select users to make use of this feature by using the option \"Right Mouse Selection Action = Selection Tool\" in the keymap preferences.\nThe issue is that these options still have no tooltip so it can be hard to understand how or why to use this feature.\n\n\n\n### Proposal\nWe need a simple tooltip with the following information:\n\n- General information\n- Sub Tooltip (From what it is currently set to)\n- Shortcut of the Pie Menu for quick access\n- Context sensitive information based on keymap settings (right or left click select)\n\nSo this would be:\n\n> Action when dragging anywhere in the editor with left click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*\n\n\nOr when right click is used in the keymap preferences:\n\n> Action when dragging anywhere in the editor with right click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*.\n\n\n## Related issues\n\nThe tooltip for the setting \"Active Tool\" needs to be changed. \nIt currently says:\n> Action when dragging in the viewport: Active Tool\n\n\nIdeally this would be changed to something that fits the other options.\n\nAnother thing to keep in mind is that the tooltip Tweak for tweak on right click select is still \"Set the location of the 3D Cursor\".\nThis is since recently wrong and needs to be updated. \n\nAlso there are never shortcuts for pie menus mentioned in tooltips so far, even though they are heavily used.\nPie menu shortcuts that also aren't mentioned are for example: `Tab` for modes, `Z` for shading, `.` for Pivot Point and `,` for Orientation.\nThis can be handled as a separate task: #92478",
"Sculpting - Switching stroke method with a shortcut causes a freeze\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using E shortcut in sculpt mode to change stroke method of the brush, there is a ~5-10 second freeze every time.\nHowever, when you do the same thing from the brush UI, the switch is silky smooth. See the video for example\n\n1. Open attached file\n2. Switch to sculpt mode\n3. Do a few strokes, press E - blender will freeze for about 10 seconds\n4. Do a few strokes again, this time change stroke method from UI - no freezes here\n\nVideo:\n[blender_am0pkp0Cwy.mp4](blender_am0pkp0Cwy.mp4)\nExample File:\n[sculptbug.blend](sculptbug.blend)\n\n",
"macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702"
] | [
"Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)} The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": "
] |
Regression: Node Groups in comp crash Blender
Win10 x64, nVidia GTX 1080ti
Broken: Current Buildbot builds
Worked: Official 2.78c
Renaming in- or outputs of a Node Group in compositing crash Blender.
- Load this simple scene:
[CompGroupCrash_v01.blend](CompGroupCrash_v01.blend)
- Go to the compositing layout (if not already open)
- Select the NodeGroup node and press TAB to dive inside the group
- Try renaming the in- or outputs -> Crash
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"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.",
"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",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"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",
"PropertyGroup collection creation memory reference inconsistency\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.3.3\n\nWhen creating a bunch of `PropertyGroup` in a collection, some attributes like the name can be dereferenced from a list holding the created group in the first place. Which may lead to crashes when PointerProperty is added to the PropGroup.\n\n- Open Blender with console\n- Run script [PropgroupMemoryInconsistency](attachment)\n- Look at the console, gaps in the print may happen:\n \n \n\n",
"Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n",
"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",
"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)",
"PyAPI: Crash when trying to draw a PointerProperty in the UI.\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: 3.1.0 Alpha\n\nMy addon registers a PropertyGroup with a PointerProperty within, which wants to point at Objects.\nThis PropertyGroup is added to bpy.types.PoseBone.\nSometimes, when trying to draw this PointerProperty, Blender crashes.\n\nThe stack trace seems to be an infinite loop between these two asserts:\n```\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:741, IDP_GetPropertyFromGroup(), at 'prop->type == IDP_GROUP'\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:687, IDP_AddToGroup(), at 'group->type == IDP_GROUP'\n```\nand with some other stuff in between.\n\n- Zip of a .blend file and the addon (stripped down to just a few lines of code):\n[property_draw_crash.zip](property_draw_crash.zip)\n- Note that although the addon was originally about bone gizmos, all the widget drawing related code is completely gone. It's now just a PropertyGroup, a PointerProperty, and a Panel, and nothing else.\n- Install the addon.\n- Open the Blend file. The Properties Editor should already be set to the Bone tab, with the Viewport Display panel opened, which is where the addon will attempt to draw the property.\n- Enable the addon. It should crash with the above stack trace.\n\n[props_draw_crash-2021-11-12_13.14.46.mp4](props_draw_crash-2021-11-12_13.14.46.mp4)",
"Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n",
"Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n",
"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",
"Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```",
"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",
"Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|||\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n"
] | [
"Crash when editing nodes group.\nOs: Archlinux\nBuild: own\n\nWorked: 636baa598a56^\nBroken: 636baa598a56\n\nBlender crashes when trying to edit cycles material node group.\nCrash when adding more inputs or changing inputs names.\n\ngdb bt: \n\n```\n- 0 0x00007f33a00ceeeb in free () from target:/usr/lib/libjemalloc.so.2\n- 1 0x000055555899d898 in MEM_lockfree_freeN (vmemh=0x7fffffffd2b0) at /home/bartus/_src/blender-git/intern/guardedalloc/intern/mallocn_lockfree_impl.c:164\n- 2 0x0000555558464405 in RNA_def_struct_free_pointers (brna=0x0, srna=0x7f3358b3cac8) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_define.c:3358\n- 3 0x000055555845bb13 in rna_brna_structs_remove_and_free (brna=0x55555ddc5340 <BLENDER_RNA>, srna=0x7f3358b3cac8) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_define.c:161\n- 4 0x000055555845ce5b in RNA_struct_free (brna=0x55555ddc5340 <BLENDER_RNA>, srna=0x7f3358b3cac8) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_define.c:678\n- 5 0x00005555582e394c in ntreeInterfaceTypeFree (ntree=0x7f33167471c8) at /home/bartus/_src/blender-git/source/blender/blenkernel/intern/node.c:2293\n- 6 0x00005555582e3976 in ntreeInterfaceTypeUpdate (ntree=0x7f33167471c8) at /home/bartus/_src/blender-git/source/blender/blenkernel/intern/node.c:2305\n- 7 0x00005555582e531a in ntreeUpdateTree (bmain=0x7f33646d2408, ntree=0x7f33167471c8) at /home/bartus/_src/blender-git/source/blender/blenkernel/intern/node.c:3016\n- 8 0x00005555585313fe in rna_NodeSocketInterface_update (bmain=0x7f33646d2408, UNUSED_scene=0x7f33184eb008, ptr=0x7fffffffd510) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_nodetree.c:2210\n- 9 0x0000555558446a5b in rna_property_update (C=0x7f338953fe08, bmain=0x7f33646d2408, scene=0x7f33184eb008, ptr=0x7fffffffd510, prop=0x55555df313e0 <rna_NodeSocketInterface_name>) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_access.c:1894\n- 10 0x0000555558446b8b in RNA_property_update (C=0x7f338953fe08, ptr=0x7fffffffd510, prop=0x55555df313e0 <rna_NodeSocketInterface_name>) at /home/bartus/_src/blender-git/source/blender/makesrna/intern/rna_access.c:1927\n- 11 0x000055555779e298 in ui_apply_but_funcs_after (C=0x7f338953fe08) at /home/bartus/_src/blender-git/source/blender/editors/interface/interface_handlers.c:801\n- 12 0x00005555577b8de6 in ui_handler_region_menu (C=0x7f338953fe08, event=0x7f3358d8b488, UNUSED_userdata=0x7f3316743708) at /home/bartus/_src/blender-git/source/blender/editors/interface/interface_handlers.c:10102\n- 13 0x0000555557403f73 in wm_handler_ui_call (C=0x7f338953fe08, handler=0x7f3358ceb108, event=0x7f3358d8b488, always_pass=0) at /home/bartus/_src/blender-git/source/blender/windowmanager/intern/wm_event_system.c:462\n- 14 0x0000555557407e96 in wm_handlers_do_intern (C=0x7f338953fe08, event=0x7f3358d8b488, handlers=0x7f331849ae30) at /home/bartus/_src/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2100\n- 15 0x0000555557408132 in wm_handlers_do (C=0x7f338953fe08, event=0x7f3358d8b488, handlers=0x7f331849ae30) at /home/bartus/_src/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2184\n- 16 0x0000555557408cc2 in wm_event_do_handlers (C=0x7f338953fe08) at /home/bartus/_src/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2457\n- 17 0x00005555573fc280 in WM_main (C=0x7f338953fe08) at /home/bartus/_src/blender-git/source/blender/windowmanager/intern/wm.c:508\n#18 0x00005555573f6ead in main (argc=1, argv=0x7fffffffd988) at /home/bartus/_src/blender-git/source/creator/creator.c:527\n```\n\n"
] |
Industry Compatible Keymap: Tweak tool fails
Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.10.12
Broken: version: 2.83 (sub 1)
Worked: (optional)
The Tweak tool fails with the IC keymap - it places the 3d cursor instead.
- Switch to the Industry Compatible keymap
- Switch to the Tweak tool
- Click on items to select them. The 3D Cursor will be moved instead.
| [
"Auto-Merging keyframes in the Driver Editor has unappropriate threshold (merges keyframes that shouldnt)\nOperating system: windows 10 & Linux ubuntu\nGraphics card: GTX 1070\n\nBroken: 3.6.2\nWorked: unknown\n\nSee att. blendfile and pictures; moving the base of the armature in the Y direction drives the shapekey of the torus.\nIf you edit a driver keyframe by just slightly moving it to the right, the keyframe next to it is removed\n\nTry editing keyframes in the driver f-curve editor\n\n\n**Note**\nDrivers editor has the driver value as the x-axis (this can be arbitrary low, e.g. in the report, this was the x location [in meters] so handling quite small values where \"keyframes\" where ~0.01 apart\n\n`BKE_fcurve_merge_duplicate_keys` acts with a threshold of `BEZT_BINARYSEARCH_THRESH 0.01f`",
"3D Cursor tool todo\nIn Blender 2.80, we now have a special tool for transforming the 3D Cursor. The issue is that it's not easy to move it visually, using gizmos, to set a certain pivot point for transforms. We can support this via a toggle in the tool settings, enabled by default for the 3D Cursor toolL\n\n\n\nThis makes it so you can reposition and rotate the 3D Cursor using gizmos, like so:\n\n\n\n---\n\n * - [ ] {icon circle color=green} Add button in the Tool Settings to reset the Cursor position to 0,0,0\n * - [ ] {icon circle color=green} Add XYZ controls for 3D Cursor next to it\n * - [x] {icon circle color=yellow} Add Rotation XYZ controls for 3D Cursor in the Sidebar, next to location.\n\n",
"3D Connexion Space Mouse Pro - Blender 2.82a on macOS\nmacOS Catalina 10.15.4 (19E287)\n3D Connexion 3dWare10 10.6.5\n\nBlender 2.82a\n\n\nThe mouse appears to almost match the 3D Connexion training app in terms of movement when in object/edit mode but it would appear that none of the buttons & especially the MENU do not work. \n\nI have installed the 3D Connexion drivers a second and third time with firewall and anti-virus off and the problem with these mice seem to persist. \n\n>> This has been edited by another but im wondering if there is some resource file missing where keys are mapped, either this is a 3D Connexion plug in or something to do with Blender?\n\n\nI've seen these tasks; It's still a problem for me. \n#67686 (NDOF mouse not working in code signed macOS builds)\n#67971 (3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS))",
"Modifiers header misalignment on change Resolution Scale [pixel perfect thing]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161\n\nBroken: version: 2.92.0; blender-2.90.0-d7c4e9649320\nWorked: don't know\n\nModifiers/Constraints header buttons misalignment on different (especially smaller) Resolution Scale value\n\nSimple as that. Tried set Resolution Scale down on a notebook, and saw the modifier name input \"jump\" out of the modifier box.\nSo checked that any value bellow 1, varnishes the \"top margin\" of it. The same on constraints, bones included.\nThan i suppose it has something to do with the dragging feature.\n\nOpen Blender.\nAdd any modifier/constraint an object.\nGo to Preferences -> Interface -> Display -> Resolution scale, and click the input's left arrow.\nSe the bug on the modifier header\n\n\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",
"Bend Tool Todo\n## Bend Tool Todo\n * - [ ] {icon circle color=green} We should add the Bend tool to the toolbar\n * - [ ] {icon circle color=green} Should work with drag-release paradigm, similar to other tools in the toolbar\n * - [ ] {icon circle color=green} We should introduce an interactive Gizmo for this tool, such as this:\n * - [ ] {icon circle color=yellow} Just like the transform gizmos, the manipulator should be visible immediately, not only *after* the initial bend operation.\n\n",
"Keyframing Stretch property in IK won't work properly - iTaSC Solver\nDoesn't work in all versions 2.79b, 2.83, 3.00\n\nWhen using iTaSC solver for an armature, you can't keyframe or use a driver for the bone stretch property. If you do it will be buggy and won't work as expected.\n\nThe Stretch property I'm talking about\n\n\n1. Make a a small armature with iTaSC Solver\n2. Add IK Bone Constraint\n3. Animate the stretch property whether in the bone constraint or the bone property\n4. Keyframe your rig and see that it's not behaving properly\n\n**note: I know it may seem incomprehensible but if you click constantly \"Update Dependencies\" in the drivers panel you will see the expected result**\n\n[Bug report.blend](Bug_report.blend)",
"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\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",
"With ThinkPad keyboards Zoom does not work with the trackpoint and middle button\nOperating system: Linux ubuntu 22.04\nGraphics card: Intel HD4600 + NVidia GT730M\n\nBroken: 3.4.1\nWorked: Works correctly until Blender version 3.3.1\n\n\nIn previous versions of blender moving the trackpoint and pressing the center button of the trackpack on thinkpad keyboards blender zooms in and out. In version 3.4.1 it no longer does. In 3.4.1 rotates the wiev. Does not work with or without 3er button emulation. In previus versions it works correctly, does zoom in and out. \n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart blender move the track point while cicking the middle button on the trackpad.\nUntil blender 3.5 it does zoom, in 3.4.1 rotates the view. (I think in some alpha 3.4 it works but not in 3.4.1)",
"Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n",
"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",
"Sculpt with Perspective mode. Changing brush size is impossible with closups\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)",
"Change autokey preferences \"Only insert available\" to \"Only insert keyframes on existing F-curves\"\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\n\nThe auto key preference descriptions can be confusing. Without an understanding of what \"Available\" means, it's unclear what this preference does. We can be more descriptive and make it clear to users that this option will only insert keyframes on existing F-Curves.\n\n\n",
"Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n"
] | [
"Tweak Tool not working if IC Keymap is chosen\nOperating system: Windows-10 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13586 Core Profile Context 19.12.2 26.20.15002.61\n\nBroken: version: 2.83 (sub 1)\nWorked: (optional)\n\nThe Tweak Tool is no longer working as expected under use of the IC Keymap. \nIf the tool is chosen now, LMB drag is moving the 3D Cursor instead. \n\n\n\n - Have the IC Keymap active.\n - Start a default scene with default cube. \n - Preferably switch to Vertex Mode\n - Choose Tweak Tool\n - Try to grab and drag a vertex around.\n - Result: The 3D Cursor is moved instead. \n\n\n\nI can't say exactly when this came up. But it definitely is from a change within the last couple days. ( Sorry can't narrow it down more , I deleted all recent blender zip archives this morning)\n\nThis bug is related to the changes for the fallback tools I guess.\n\n**SideEffect**: If the tweak tool is the chosen selection tool it has negative implications on the move tool too, because:\nIf the Tweak tool is chosen then the 3dcursor is used as fallback tool of the Move tool and that prevents single click vertex selections. (Also demonstrated in the attached gif)\n\n"
] |
Blender 2.91 when duplicate link object the uv editor cant deselect faces\vets when you do select link and behavior strange - not happened in 2.83
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77
Broken: version: 2.91.0
Blender 2.91 when duplicate link object the uv editor cant deselect faces\vets when you do select link and behavior strange - not happened in 2.83
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"'Dissolve' operator leaves inconsistent selection\nBroken: 2.82 (62d131e962d6e0a4f39db98d4f89243c16c55779) (down to, and including, 2.79)\nWorked: N/A\n\nAfter dissolution of edges in Edge selection mode, some vertices not connected with edges remain selected (which is indicated by a tool gizmo, Verts readout in the status bar, and verified by switching to Vertex selection mode).\n\n1. In a empty scene, add a mesh Grid.\n2. Switch to edit mode and Edge selection mode.\n3. Select one edge somewhere inside the grid (not on border).\n4. Dissolve it via the Delete -> Dissolve Edges or a default shortcut Ctrl+X.\n5. Verts readout in the status bar should show 2 selected vertices (despite you being in edge mode with no edges selected).\n6. Switch to Vertex selection mode: the two verts from that dissolved edge are still selected.\n7. Deselect all, switch to Edge selection mode and box-select one square at the corner of the Grid.\n8. Dissolve edges as in (4).\n9. Note that this time, Verts in status bar only shows one selected vertex: switching to Vertex mode would reveal it's the corner one.\n\nIt would seem that the vertices do remain \"selected\" for operators as well: after (4) or (8) you can transform those verts using a gizmo or shortcuts, extrude them (with strange results), connect them using Fill or Connect Vertex Path, and delete them (even though you're in Edge mode).\n\nUpdate: Video demo [here ](FAfhSU2AdbQ).",
"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\n",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n\n\n",
"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",
"Auto-Merging keyframes in the Driver Editor has unappropriate threshold (merges keyframes that shouldnt)\nOperating system: windows 10 & Linux ubuntu\nGraphics card: GTX 1070\n\nBroken: 3.6.2\nWorked: unknown\n\nSee att. blendfile and pictures; moving the base of the armature in the Y direction drives the shapekey of the torus.\nIf you edit a driver keyframe by just slightly moving it to the right, the keyframe next to it is removed\n\nTry editing keyframes in the driver f-curve editor\n\n\n**Note**\nDrivers editor has the driver value as the x-axis (this can be arbitrary low, e.g. in the report, this was the x location [in meters] so handling quite small values where \"keyframes\" where ~0.01 apart\n\n`BKE_fcurve_merge_duplicate_keys` acts with a threshold of `BEZT_BINARYSEARCH_THRESH 0.01f`",
"Outliner: Unexpected behavior when duplicating object hierarchies\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\n**may not be a bug** - duplicate a parent object (i.e. an object that has child objects). The duplication automatically selects the new object in the 3D viewport but this selection differs from that shown in the outliner. This means dragging to, say, a new collection does not work as expected (only the parent object is moved leaving the child behind).\n\nThe set up (this is the attached blend file):-\n1. Create two cubes (or any meshes) and parent one to the other to form a hierarchy.\n2. Add the object(s) to a collection.\n3. Create another top level collection which is empty.\n\nThe aim:-\nTo duplicate the object(s) (not the collection) and copy the duplicate to the second (currently empty) collection.\n\nThe steps:-\n1. Right click the parent object in the outliner and choose \"Select Hierarchy\". Note that the outliner shows the selected objects with a blue background bar (as expected).\n\n2. In the 3D viewport, use Shift or Alt D (doesn't matter which) to create new duplicate objects. Note that the 3D viewport shows the duplicate parent and child selected. The outliner shows a new object selected (with blue bar) but the tree is collapsed so we can't see the child.\n\n3. In the outliner, click and drag the selected parent object to the empty collection. Note that only the parent moves, the child is left behind. This child has then to be dragged separately.\n\nAfter step 2, every visual cue leads the user to believe that the duplicate hierarchy is selected. And this is the intuitive behaviour expected. But expanding the outliner tree shows the child object is not, in fact, selected (no blue bar). So an additional step of having to reselect the hierarchy is required before step 3.\n\nThe main issue is that with lots of objects and detailed hierarchies, just forgetting that additional \"select hierarchy\" step before dragging means that child objects can be scattered all over the place away from their parent and the user is left picking through the large list trying to sort it out.\n\nThis may not be a bug, it may be working as designed. But I cannot think of a use case where the current functionality would be useful so I'm assuming it's a small selection bug.\n\n",
"Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"",
"Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n",
"GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\n",
"Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIt works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)",
"Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n",
"Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n\n",
"Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles."
] | [
"Stale UV selection with linked duplicates\nBroken: 2.91, 2.92 master\nWorked: 2.90.1\n\n\nWhen working with linked duplicates, UV editor selection display gets stuck when switching out/in edit mode.\n\nIn the default file:\n\n- make a linked duplicate of the cube\n- switch to UV editing workspace\n- make a UV selection (e.g. single vertex)\n- toggle out of edit mode, and back in\n\nThe previously selected vertex gets stuck displaying as if it's still selected. Making other selections doesn't get rid of that state, however, initiating a transform appears to update selection display, until another selection is made.",
"Linked meshes: Unselected UVs stay orange instead of gray, cannot deselect all UVs \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro [P2000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0\nWorked: version 2.90\nCaused by 4212b6528a\n\nUnselected vertices stay orange instead of gray. \n\nopen Blender in Default setting\nduplicate the default cube with Alt+D and move the new cube a little\ngo to UV Editing tab\nenter to edit mode in the 3D View window\nselect all, now in the UV window you can see that every thing is selected.\ntry to unselect all in the UV window, it will be orange but darker a little instead of gray.\nnow, that the UV is unselected (but still in orange) unselect and select all vertex in the 3D View window, now it will show in the UV window in gray as should be.\nit only occur when something is already selected in the UV and you select something (or All) in the 3D View and try to unselect in the UV window.\n\n[#83187.blend](T83187.blend)\n- Open file\n- {key A} in the UV Editor\n- {key A} in the 3D View\n- back in the UV Editor, not all UVs can be deselected"
] |
3D and 2D views have subtle noise or grain.
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12
Broken: version: 2.81 (sub 16)
Worked: (optional)
Viewports have some kind pixel level noise modulated over its contents.
The noise appears in the 3D viewports as well as the render/image editor viewports. It is is only perceptible if you zoom in on a screenshot of a viewport and most noticable in dark areas. It is an issue because it gives false representation of the scene contents for scenes with flat unlit colors, and messes up gif and png image compression. More importantly, it affects the results of color pickers which is a serious issue for texture and color painting. Because the noise seems to be modulated on top of the otherwise pixel perfect colors, this affects all rendering engines. Notice that even the viewport background (lower part of screenshot) has noise.
I have attached an image with zoomed in screenshot on the top, and a desaturated higher contrast version on the bottom.

| [
"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",
"Denoise artifacts in Albdeo and Normal pass caused by material roughness\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nThe `Denoise Data Albedo` shows gray flat colored areas if the `metallic/specular` material have the `roughness` value below `~0.274`.\nThis also affects the `Denoise Normal` pass because it can appear black in these areas.\nTo show these artifacts for `specular` and `metallic` materials, the depending values are: `Base Color`, `Metallic/Specular`, `Roughness` and the angle (between camera and face).\nAll of this leads to visible seams in the denoised image (NonLocalMeans and OpenImageDenoise). The more noise the more it is noticeable.\n\nRender passes of material with roughness on 0.0 (See Albedo and Normal pass):\n\nThis shows both the roughness dependent gray area overwriting the the camera dependent gray area.\n\nThis is just to show that irregular roughness inputs (like a noise) also create these. It is the same with Textures.\n\n\n**Edit (10.02.2021):**\nJust noticed and wanted to clarify. The Denoise Normal pass shows black in the top corner, because it reflects the background.\nHere is an example of an object being reflected in that area. \n\n\n**Steps for others to reproduce the error**\n- open attached file or:\n - create a plane\n - set Material to a Principled BSDF Node having: Base Color: 0.047; Specular: 1.0; Roughness: Linear Gradient.\n - set the camera to a viewing angle of 60° to the plane.\n - set the Worlds background shader color to a checker board to have something to reflect on the plane.\n- Render in Cycles with Denoise Data in the View Layer Properties activated.\n[Denoise_Layer_bug.blend](Denoise_Layer_bug.blend)",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"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\n\nThis is what it actually looks like:\n\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n\n\n\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\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n",
"[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n\n\nExpected result, using normal map (created from previous bump map)\n\n\nMany thanks",
"Diffuse Direct, Indirect Bake to Vertex Color Artefacts\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: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n",
"Eeevee SSS Artifacts with Subsurface Translucency on\nOperating system: MacOS 10.15.2\nGraphics card: AMD Radeon Pro 5500M 8 GB\nBut it's worth noting I've also seen this on Windows machines with Nvidia cards.\n\n\nBroken:2.81a (release), also broken in 2.82 latest alpha (December 25)\n2.80 seems to have a similar problem, but it looks a little different and maybe not as extreme (though I haven't tested in all lighting situations)\n\nWhen working with high contrast lighting setups, materials with SSS and subsurface translucency turned on generate artifacts that look a little like banding. This can be reduced to some degree by raising the shadow cube size, but I've yet to see it disappear entirely. This is especially frustrating since these are the exact kinds of lighting conditions that can make SSS really shine. \n\nYou can get this by setting up a material with SSS, scaling down the SSS scale, turning on subsurface translucency, turning off or lowering the environment lighting, then lighting the object with the material from the size. It can be finicky to get it to occur sometimes depending on your model and settings, but I've encountered it in a number of ordinary situations\n\nProbably the easiest way to reproduce it is to just load up the attached blender file and hit render or turn on the viewport\n\n\n[mnkysss.blend](mnkysss.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: \nFrame (14) without a glitch: \n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"\"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\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading",
"Objects in volumes have dirty noisy object pass AOV\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: : 3.4, 2.93\n\n\n\nSee the image for the dirt Object index AOV\n\n\n- Load the attached .blend\n- Render it\n# Check the Comp tab for the result\n\n[_17082022_2227_24.zip](_17082022_2227_24.zip)",
"Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.",
"Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**\n\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable",
"Preferences Interface Line Width \"Thick\" turns Viewport blurry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.5\nWorked: I have only experimented with Line Width \"Thick\" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view. \n\nWith Line Width set to \"Thick\" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The \"effect\" can be toggled on and off changing the Line Width. \n\nI have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene. \nThe Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the \"Blender Dark\" theme too.\n\nI am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz\n\n\n\n\n\n",
"Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n",
"Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n"
] | [
"\"Solid\" Viewport Noise / Grain\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe solid viewport mode is showing noise in the faces of the mesh (Centre of screen). However other programs are working correctly. It starts to happen when i fresh install the windows 10.\n\n\n"
] |
UI: Some dialog strings are translated even with Translate UI off
Operating system: Linux-5.3.0-7648-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits
Graphics card: Quadro RTX 4000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64
Broken: version: 2.90 (sub 0)
Worked: Couldn't fnid a working version.
When using a custom language only for Tooltips (not User Interface), some dialog labels are translated even though they are not supposed to be tooltips.
In the following example I set Japanese for Tooltips, but not for User Interface (as you can see the menus/buttons are not translated).
Quit Dialog:
{[F8501056](image.png), size=full}
Quick Favorites:
{[F8501062](image.png), size=full}
* In Preferences, switch to another language than English.
* In the language options, disable User Interface, leave on Tooltips, New Data.
* Summon the Quit menu (for example by transforming the cube and hitting Ctrl+Q)
| [
"Menu search is case sensitive for non-ASCII characters\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 2.80 (sub 75)\n\nWhen using the fuzzy search feature of some menus, the result is usually case-insensitive. But this only applies to ASCII characters.\nThis applies to the F3 menu, and those affected by #110855.\n\n- Set the translation to French in the User Preferences\n- Open a Geometry Nodes editor\n- Shift+A to bring up the Add Node menu\n- Start typing “éval” (the first E has an acute accent)\n - If you can’t input this, just copy and paste it\n- The expected results start with “Évaluer” (evaluate), but what comes up is “Décaler” (offset), probably because of the fuzzy search\n- Start typing “Éval”, with a capital É\n- The expected results are now displayed.\n\n<video src=\"attachment\" title=\"case_sensitive_search_na.mp4\" controls></video>",
"UI Code Quality: General, Smaller Changes\n## UI Code Quality: General, Smaller Changes\n\nNOTE: This is a proposal, not an agreed on plan.\n\n**Naming conventions**\n\nWe should avoid ambiguous names. We should also avoid abbreviations, esp. extreme ones, for variables with non-small scope. That should further remove ambiguity and make code more readable.\n\nFor example:\n\n| | Type | Old naming (convention) | Proposed\n| -- | ---- | --------------------- | --------\n| {icon check-square-o} | `ARegion` | `ar` | `region`\n| {icon check-square-o} | `ScrArea` | `sa` | `area`\n| {icon check-square-o} | `bScreen` | `sc`, `scr` | `screen`\n| {icon square-o} | `PanelType` | `pt` | `panel_type`\n| {icon square-o} | `MenuType` | `mt` | `menu_type`\n| {icon square-o} | `HeaderType` | `ht` | `header_type`\n| {icon square-o} | `ColorBand` | `coba` | `color_band`\n| {icon check-square-o} | `ExtensionRNA` | `ext` | `rna_extension`\n| {icon square-o} | `int` | `x1`, `x2`, `y1`, `y2` | `xmin`, `width`, `ymin`, `height`\n\nNote that all these examples can be changed without touching DNA (AFAICS).\n\nFurther:\n- [ ] `uiListDyn` -> `uiList_Runtime` \n\n**Various**\n\n* Add iterators for screen data. E.g. iterating all regions (visible or not, including popups and global area regions), iterating all areas (visible or not, including all global areas), iterating all screen regions (as often done by versioning), etc. Could be done in both C (macro) and C++ ([range-based for loop ](range-for))\n* Introduce wrappers for commonly bundled variables (e.g. `PointerRNA` & `PropertyRNA`, `wmOperatorType` & `PointerRNA`, `ScrArea` & `ARegion`).\n* Split up bigger, \"generic\" types. For example `uiBut` contains data that only applies to certain button-types. `uiButTab` is an example of how this can be avoided.\n* Wrap related struct members into nested structs. E.g. rather than `uiBut.editstr`, `uiBut.editval`, `uiBut.editvec`, etc, it could be `uiBut.edit_values.foo`.\n* Replace booleans in parameter lists with enums. Having a parameter list like `foo(true, false, false)` is cumbersome to use (what does each boolean mean) and leads to mistakes (using wrong order of booleans). It's better to be explicit what each value refers to by using enum types. Bitflags are also an option.\n* Remove old game-engine leftovers from Ghost, e.g. `GHOST_FullScreen()`, `GHOST_EndFullscreen()`, embedder windows (`GHOST_TEmbedderWindowID` + non-dialog child windows)\n* Split big functions into more manageable chunks.\n* Add `const` where applicable\n* Of course improving naming, comments and documentation is always a good idea!\n* Use `EVT_` prefix for all event types, to complete work started in [D7164](D7164).",
"Sculpt Mode and push the 'r' key text too bigger.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\nSculpt Mode and push the 'r' key text too bigger.\n\n- Open defualt scene\n- Switch to sculpt mode\n- Open preferences > Interface\n- Set `resolution=2 and line width=Thick`\n- Push the 'r' key cause 3D Viewport text appear too super largest text.\n\nMy show from hidden Library / Application Support / Blender / 3.6 folder.\nSee my youtube.\nkJqtYvcnrbM\n\n",
"Many Blender's keyboard shortcuts do not work on Russian keyboard layout\nOperating system: Linux (elementary OS 5.0, Ubuntu-18.04-based) \nGraphics card: NVIDIA GTX 1080Ti\n\n2.80 (sub 60), branch: blender2.7, commit date: 2019-04-30 22:49, hash: 480a09a92f7f, type: Release build date: 2019-04-30, 23:02:55\n\nThere are two keyboard layouts on my system: English (US, primary) and Russian (RU, secondary).\nWhen Russian layout is selected, only some of Blender's keyboard shortcuts work as expected, namely:\n\nBlender 2.8 keyboard shortcuts that **work correctly** on Russian keyboard layout:\n- All F keys (F1-F12),\n- All top row Numeric keys (1, 2, 3 ...),\n- All Numpad keys,\n- All Ctrl+any single key combos, e.g. Ctrl+B, Ctrl+S...\n\nBlender 2.8 keyboard shortcuts that **do not work (=have no effect whatsoever)** on Russian keyboard layout:\n- All single-letter keys (e.g., B, A, G, S, R...)\n- All Alt+any single key combos, e.g. Alt+B, Alt+A...\n- All Shift+any single key combos, e.g. Shift+V, Shift+D...\n\n1. Add a secondary (Russian) keyboard layout to your system.\n2. Switch your keyboard layout to Russian.\n3. Launch Blender 2.8 beta.\n4. Select a default primitive object (e.g., a cube) \n5. Try to modify the object using any single-letter keyboard shortcuts. e.g., move (G), scale (S), extrude (E), inner extrude (I), etc. or Alt+any letter, or or Shift+any letter.\n\n[system-info.txt](system-info.txt)\n",
"UI: Replace UI_ACTIVE with UI_HOVER\nUI items that are actively hovered are given a UI_ACTIVE flag so that they can shown highlighted. This is a confusing name for this state, and most people would not guess this means hover. We also use the term \"Inactive\" in our flags (UI_BUT_INACTIVE) with an entirely different meaning. So a button can be both inactive and active, with different meanings.\n\nI think we should move toward a more standard definition of states. Probably taken from HTML since their terms are well-researched. So \"Hover\" would be used to indicate the state of having a mouse over the item. \"Active\" would indicate that an item is being directly acted upon, like a button that would be shown as depressed because you are clicking on it right now.\n\nThe first step of cleaning this up would be renaming UI_ACTIVE and its uses. There are some functions that should also be renamed, but others not. One that changes colors based on this should use \"hover\", but we also have functions that \"activate\" buttons and these usages are correct. So changes must be done carefully.\n\n",
"Support modal axis & user/local space switching for the shear tool\nCurrently the shear tool doesn't support setting the axis XYZ, Local/Global etc. As translate or scale do.\n\nInternally this is supported (the gizmo can do this), however there is no way to access this functionality using keyboard shortcuts.\n\nNote that some design is needed for this task since shear has a secondary axis - unlike most other transform modes.\n\nThere will need to be a key assigned to cycle between the secondary axis too.\n\nSee: blender/blender-addons#73879 (custom property values not setting correctly via code)",
"Certain Float Curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\n\nchanging float curve clipping values (e.g. `Min Y -1` together with `Min X 0` & `Max X 0`) break the UI\n\nchange y clipping to -1 then zoom in/out with the magnifier icons:\n\nUI disappears\n\n\n",
"UI: Menu Search contain items with empty leading menu label\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0 Alpha\n\nMenu Search (F3) contain items with empty leading menu.\nIt comes from `TIME_MT_editor_menus` which has an empty label.\nProbably there is a similar thing in other places.\n\nIn the Timeline editor, press F3.\n\n\n",
"Node edge scroll affects cancel position\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\n\nWhen starting a translate transform and using edge scroll this will affect the position after cancelling the translation.\n\n- Select node and start translate (use hotkey instead of LMB drag)\n- Scroll the screen\n- Cancel the transform (right click)\n\nNode will end up at start position relative to current viewport, but not where the transform actually began\n\n(Confirmed by @PratikPB2123 in related issue [#90391](T90391))",
"UI of Dropdown Menus : long list of EnumProperty Items (ColorSpace, Language, RemapUser ID) is partially hidden\nHi all !\nHere is a UI glitch in Dropdown Menus happening with long list of items.\n\nOriginally, this report was about the Language select list in the Preferences window but it actually occurs with every long Dropdown Menu lists.\nThis problem appears every time the Dropdown Menu is bigger than the window it is displayed inside.\n\n\nOperating system: Linux-5.3.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.4\nDisplay resolution : Full HD 1920x1080px\n\nBroken: version: 2.82 (sub 3)\n\nOpening the Preferences window (or any small sized Blender window) with Factory Settings defaults and changing the translation language (or choosing any other option in a long Dropdown Menu) displays a \"bigger than expected\" dialog that is partially hidden by the side of the window in a 1920x1080 pixels screen. The user has then to resize the Preferences window to fit, not a big problem per se but would be better if defaults were better.\nThat is because the list of supported languages is becoming quite big, specially the \"starting\" ones.\nBlender already has a few big list dialogs (e.g. the Editor Type or the Add Modifier) but those are generally dispayed correctly within the Blender window (almost full-screen).\nThat is not the case of the Preferences window.\n\nThree possibilities to solve this:\n- reordering the list so it stays into the Preferences window (e.g. \"In Progress\" below \"Complete\")\n- allowing the list to go beyond the borders of the Preferences window (do not know if technically feasible)\n- resize a bit the whole Preferences window to fit\n- redesign how Dropdown Menus behave, allowing for easy scrolling and search\n \n see illustrations below\n Thanks a lot ! =D\n\n\n\n\n\n",
"When search is active in keymap section of preferences, top level text truncated for no reason.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen search is active in keymap section of preferences, top level text truncated for no reason.\n\n\nGo to Edit > Preferences > keymap.\nIn the search box type \"eye\".\nSee the useless truncated text, and all the unused space.\n\n",
"Menu Editor for Quick Favorites\nCurrently users can only manage menu items in the quick-favorites menu by adding/removing items.\n\nThis task proposes to: \n\n- Create a generic menu editor in the user preferences.\n\n - Add/remove menu items\n - Re-ordering menu items.\n - Operators options should be able to be changed or unset - as we have with the keymap editor.\n\n**Implementation**\n\n- This could share UI code with the keymap editor for adjusting operator settings, since internally they are very similar.\n- We may support multiple kinds of menus, besides \"Quick Favorites\", internally there is support for this. Even if this isn't exposed to users initially.\n\n```\nThis would be useful for declaring user defined toolbars for example.\n```\n\n**User Interface**\nHere's how the UI could be organized: \n\n{[F8282863](Screenshot_2020-01-17_at_11.08.58.png), size=full}",
"Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't).",
"Text fields don't allow to enter language specific text like Umlauts \"öäü\" on X11\nOperating system: Linux-4.18.0-15-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.77\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n\n\nVSE\nSHIFT-A->Text \nTry to enter special characters -> Nothing\nOnly Linux (see above)!\n\nHowever: Copy&Paste works!\n\n",
"Mirror UI in does not update immediately when a shortcut is assigning \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.2.0\nWorked: for sculpt mode it used to work in blender 2.80-2.92, broke in blender 2.93 and up. \n\nAssigning a shortcut to the mirror widget in any mode does not immediately trigger a ui update when pressed.\n\n- Enter sculpt or any other mode\n- Assign shortcut to the mirror x widget, v for example since its unassigned by default \nUI does not update immediately when pressing the shortcut, mouse cursor need to hover over the ui to trigger the update, this used to work in 2.80-2.92, but since 2.93 and up the ui does not refresh after pressing the shortcut. \nVideo of the issue:\n[Blender 2022-07-02 14_30_21_Trim_Trim.mp4](Blender_2022-07-02_14_30_21_Trim_Trim.mp4)"
] | [
"Translated Interface when enable Tooltips\nOperating system: Windows\nBlender Version: 2.83.15\n\nIf you enable translation \"Tooltips\" then some interface elements are translated.\nThey must be translated if you enable translation \"Interface\", not \"Tooltips\".\n\n"
] |
[bug] Screw modifier seemingly generates inaccurate geometry with "Calulate order" enabled - only when being unapplied.
```
┌──────────────────────────────────────────────────────────────────────────────┐
│Blender & System Information: │
│ * Blender Version: │
│ - 3, 3, 0 │
│ * Blender Last Commit Date: │
│ - 2022-09-06 │
│ * Blender Build Hash: │
│ - 0759f671ce1f │
│ * Blender Branch: │
│ - master │
│ * Blender Executable Location: │
│ - F:\Olliver\Olliver\programs\Blender\blender-3.3.0-windows-x64\blender.exe│
│ * Python Version: │
│ - 3.10.2 (main, Jan 27 2022, 08:34:43) [MSC v.1928 64 bit (AMD64)] │
│ * Platform this Blender instance was built for: │
│ - Windows │
│ * Windows Platform Information: │
│ - Caption=Microsoft Windows 11 Pro │
│ - OSArchitecture=64-bit │
│ - Version=10.0.22000 │
│ * Hardware Information: │
│ - GPU: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 │
│ - GPU Driver Version: NVIDIA Corporation 4.5.0 NVIDIA 516.59 │
│ - CPU MaxClockSpeed=3187 │
│ - CPU Name=12th Gen Intel(R) Core(TM) i9-12900K │
│ - CPU NumberOfCores=16 │
│ - Total System RAM: 34.088476672 GB │
│ │
│This info text was generated by the Fast PBR Viewport Render addon! │
└──────────────────────────────────────────────────────────────────────────────┘
```
See:
[Ac0J5L5Cbe.mp4](Ac0J5L5Cbe.mp4)
The bug has been around since about 3.2 I believe (may even have been introduced in 3.1). Calculate order is supposed to ensure that the faces generated by the screw modifier points in the same direction (having it disabled often results in the faces facing the opposing direction of its neighbors) making it quite essential - especially if you want to put more modifiers further down the stack. You can see the issue at 0:35 in the video | [
"unable to use 'grid fill' or 'fill' on screwed object\nOperating system: Window 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: Blender 2.83\nWorked: Blender 2.76 \n\n\nI am trying to create a solid spring using Screw modifier. After applied grid fill, I expected a full capped end of the screwed object, but it turns out to be like figure below. The complete file also attached in this post. Hope to get your response soon. \n\n[screw.blend](screw.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"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\n\n[triangulate_problem.blend](triangulate_problem.blend)",
"Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n",
"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.",
"Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: \nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n",
"Geometry-node object-info rotation&scale outputs values are False if scale is negative \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n",
"Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)",
"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\n\nThe expected behavior is that the second and third modifier do nothing.",
"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",
"Indices order is inconsistent with duplicate operation\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nIndices on copied geometry (in edit mode) are sometimes reversed (verts) or misplaced (edges). Not sure when it happens exactly, but it can happen, if you duplicate and delete new geo couple times.\n\n\n\n\n - Enable *indices* overlay to see results\n - Create clockwise mesh loop (for example draw it in *Edit mode* from single vert via *ctrl + mouse click*)\n - Select mesh and press *shift + D* and *Enter*\n - Check verts indices order, it should match initial clockwise direction\n # Delete copied geometry and repeat steps 3 & 4 -> indices should be reversed. (Interesting thing that if you change *Mode* option in operation's menu from 1 to 0 it preserves original order)\n\nOr in attached file perform steps from 3 to 5\n\n[indices_order.blend](indices_order.blend)\n\n",
"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\n\n\n\n",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n\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)",
"different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n"
] | [
"Regression: Screw Modifier Calculate Order is broken\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35\n\nBroken: version: 3.3.1 Release Candidate\nWorked: 3.2.2\n\nCaused by: a5190dce9d08a4fdaddf82d592e50083e0713e19\n\nVertex ordering calculation in the Screw Modifier no longer works properly in 3.3\n[Calculate Order Error.blend](Calculate_Order_Error.blend)\nI have included a Solidify modifier to make the problem obvious, but solidify does not appear to be part of the problem.\n\nLoad attached file\n[Calculate Order Error.blend](Calculate_Order_Error.blend)\nin Blender 3.3.0 or later and the vertex order is calculated incorrectly:\n\nIn Blender 3.2.2 and earlier, it works properly:\n\n"
] |
Brush Assets
I will add more information later, breaking down the current iteration of the brush asset design.
But for now I will create the sub-tasks needed for the brush integration with the asset browser.

---------------------------
Sub-Tasks (I will create individual tasks soon):
General Improvements:
* - [ ] Catalog Search #94978
* - [ ] Show all Asset Libraries combined
* - [ ] Show built-in "Essentials" Asset Library #100149
Pose Library:
* - [ ] New "Create" menu with the options to "Create Pose Asset" and "Paste as New Asset" (for poselib for now).
* - [ ] Move "Assign Action" to the "Edit" menu (it is used as part of the creation pipeline.
Brush Management:
* - [ ] Re-factor the existing tools + brush into: a Brush Tool + brushes (type + stroke + options).
* - [ ] Brush Assets Viewport UI #100147
* - [ ] Activate brush: link the brush in the new file `presets/overrides.blend`.
* - [ ] Library Overrides support for brush changes in `presets/overrides.blend`.
* - [ ] Asset Browser "Create" menu with "Paste As New Asset" to support Brushes.
* - [ ] Duplicate brush as new preset brush - create new brushes in `presets/brushes.blend`
* - [ ] Show brushes from `presets/brushes.blend` in the User Presets asset library.
User Interface:
* - [ ] Expose brush as tool option.
* - [ ] Cherry-pick tools (and option to see only cherry-picked tools).
* - [ ] Cherry-pick brush options (and option to see only cherry-picked options). | [
"Add Asset Browsers to Default Workspaces\nThe Asset Browser should become a crucial editor for many tasks. Therefore it should become part of our default workspaces, wherever reasonable.\n\nIn some workspaces we may run into space issues. In fact the Asset Browser is a good example of why we should have editor tabs, but that is a separate topic and unlikely to be a thing anytime soonish.\n\n### Workspaces to be Updated\n\nThese workspaces should contain the Asset Browser in 3.0:\n* - [ ] ... TBD\n\n",
"Draw: GPencil-Next\nUpdate GPencil engine to leverage the new capabilities of the new draw manager.\n",
"VSE image transformation in preview\nThis is design / TODO task to outline core concepts of this feature\n\nBasic functionality:\n - Feature will be intrgrated within existing transform system (should reuse pivot point settings probably)\n - Uses established keys to do location, rotation, scale - g, r, s\n - Operates on all strips, except of sound strip.\n - Uses selection from timeline\n - To disambiguate selection, outline and possibly overlay should be drawn (should be further clarified, as there are many ways to do this)\n - 2D cursor should be implemented (this may be problematic, because cursor shouldn't be visible normally)\n\nOther features:\n - Gizmos - probably best would be to have these accessible when appropriate tool is active. Having all visible at once could cause issues with \ndrawing\n - Gizmo display settings\n - Snapping\n - Selection of image rectangles in preview, sync to timeline \n - Implement global/local modes (shear support)\n\nOther changes, not quite related to this feature, but would unify design:\n - Move transform effect properties to strip transform properties\n - Move text effect positon properties to strip transform properties (multiline text stacking could be done using snapping?)\n - Animation - there should be at least `I` keyboard shortcut witk keyframing options similar to 3D editor.\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",
"Sculpting: Vector Displacement option not enabled on appended brushes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\n\nWhen sculpting with imported brushes in 3.5 when applying an anchored brush (settings the same as in 3.3.5 LTS), the result looks lifted up from the surface.\n\n**Caused by** disabled \"Vector Displacement\" option when brushes from 3.3 were appended into 3.5, likely a versioning issue.\n\nThe option is added with #104481.\n\n\n\n\nSteps used in both releases:\n- Add Cube\n- Add Multisres modifier\n- Subdivide times 6\n- Apply modifier\n- Ctrl-A, origing to Geometry\n- Append brushes\n- Go to sculptmode\n- Choose a brush\n- Apply brush on object\n\nUsing 3.3.5 The brush is nicely put on the object, in 3.5 (with the same settings) you get a pimple. Lowering strength doesn't do the trick in 3.5.\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)",
"Cycles: add feature overrides\n[D4255: Cycles: Added feature overrides](D4255)",
"Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\n",
"Asset System & UI: Improve memory management for assets and previews\nLoading asset libraries can lead to significant memory use, since all contained assets need to be represented in memory. This may be thousands of assets. Further, the UI may request previews for assets, where each preview has a notable memory footprint (around 70kB for each preview at the default 256x256 image size).\n\nAs it stands, Blender is not mindful about this at all. For example simply calling the \"Add\" menu in geometry nodes editors loads all asset libraries into memory (!), including all previews (!) and keeps all this data in memory until another .blend is read (!). This is bad and wasteful design that users have to pay for.\n\n## Status Quo\n\nMemory and asset lifetime is managed rather differently in the asset browser and the rest of the UI (asset shelves, add menus, etc.).\n\n**Current Asset Browser Memory Management:**\n\nThe situation for the asset browser is not too bad (because it's simpler).\n\n- **Good**: Only the currently shown asset library is loaded into memory.\n- **Good**: Previews are lazy loaded into a cache based on the assets in view.\n- **Good**: Previews are removed if the cache is filled with a resonably small amount of previews.\n- **Bad**: Storage is per asset browser instance, so when multiple are open and showing the same asset libraries, storage is duplicated (especially wasteful for the \"All\" asset library).\n- **Bad**: The preview cache is cleared and reloaded often, causing flickering on common interactions (e.g. undo/redo).\n- **Bad**: The preview cache fails miserably with large asset libraries and causes continuous freezes, making the asset browser unusable with large asset libraries.\n\n**Rest of the UI:**\n\n(Asset views, the node add menu, the node search menu, asset-view template, etc.)\n\n- Challenge: Usually use the \"All\" asset library, meaning all assets are loaded when showing such UIs.\n- **Good**: Memory is shared between these UIs (static storage), so libraries are only loaded and stored once. (Asset browser storage is still separate).\n- **Bad**: No lazy loading of previews, all previews are loaded into memory\n- **Bad**: Only freed when closing the file.\n- **Bad**: Previews are also loaded when none are displayed (e.g. node \"Add\" menu)\n\n---\n\n## How to solve it?\n\n### Good solution characteristics\n\nA good solution should give us the following:\n- Only hold asset previews in storaged that are in view of the user\n- Don't keep asset libraries in storage that the user isn't interacting with (at least not regularly, see next point)\n- Provide fast repetetive access to asset libraries (e.g. assets shouldn't be reloaded every time the \"Add\" menu is called in the geometry nodes editor)\n- Support shared storage. All UIs giving access to assets should be able to access the same static asset library and preview image storage.\n\n(Further improvements are possible still, see below)\n\n### Lazy Loading Previews\n\nPreviews should always be lazy loaded based on which assets the user sees, and only if the previews are actually displayed (e.g. not for the node \"Add\" menu). #109234 does most of the necessary work for this.\n\n### Garbage Collector?\n\nA garbage collector could be implemented to remove unused asset libraries and asset previews from storage. Some kind of user-counting will be needed to detect the unused state, even when multiple parts of the UI display the same asset library (and thus may share storage). By being time based rather than user-count based only, the garbage collector still gives enough time for repetitive access to asset libraries. For example the asset library may still be in storage for multiple calls to the node \"Add\" menu, but be freed from storage if it hasn't been called for at least 5 minutes.\n\nNote that this doesn't need to be asset system specific. There are other UI previews that we load from disk that could make use of this. So this could be a more general UI garbage collector.\n\n---\n\n## Possible Further Improvements\n\n## Partial asset library loading?\n\nUsers rarely ever look at all assets of a library. They typically look at assets of a certain type (e.g. in the node \"Add\" menu), a specific catalog, or the view simply only has space for a subset of the available assets. So this is another case where we can avoid keeping data in storage, e.g. by lazy loading assets or deleting them once they are recognized as irrelevant.\n\nKeeping track of which assets are loaded and which have to be made available can be finicky. Plus we may run into issues when asset library contents were updated in-between partial reads.\n\n## Lazy load extended metadata\n\nIn most cases, all the user sees from an asset is the name, and potentially the preview. Keeping all the asset metadata in storage is a bit of a waste. We could lazy load this as well, although this can become finicky too, since some metadata needs to be accessed faster or more frequently (e.g. basic type information, tags for search, etc.) than other.\n\n## Compressed preview buffers\n\nPreview buffers could be compressed to reduce the memory footprint of each, potentially leading to faster load times too.\n\n",
"Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.",
"Duplicate Shortcut, Smooth Brush and Stabilize Stroke (Sculpt Mode)\nOperating system: Windows-10-10.0.19041-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 Alpha\n\nSmooth Brush and Stabilize Stroke use the same \"Shift + S\" shortcut. And only the smooth brush shortcut works.\n\n\n\n",
"Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n",
"Selection Operators\nAll the selection operators will have to be ported to the new grease pencil structure.\n\nInteractive selection operators:\n- [x] `GPENCIL_OT_select` -> 108660\n - See 7f218277c360f54d96e59888201fe66444d42465\n- [x] `GPENCIL_OT_select_circle` -> 108662\n - See fde2eca1d2b1d6c1acad75f10a70dfcb81de96e9\n- [x] `GPENCIL_OT_select_box`\n - See 7f4f771442bdbc7d8c1bf08a54edb3af0a92f490\n- [x] `GPENCIL_OT_select_lasso` -> 108663\n - See 3ca67a7a5d258cb1444c642549b372e416f52ac1\n\nNon-interactive selection operators: \n- [x] `GPENCIL_OT_select_all`\n - See b29ba95caeb9a82eb7bb1f957000f2f50d953b41\n- [x] `GPENCIL_OT_select_linked` -> #108750\n - See 126bff3099998f0041c8b4f086e6440ae8470480\n- [x] `GPENCIL_OT_select_more` -> #108752\n- [x] `GPENCIL_OT_select_less` -> #108752\n - See 825d2d301ba12dbba0d9afc6cd482c40f9e0eee1\n- [x] `GPENCIL_OT_select_first` -> #108802\n- [x] `GPENCIL_OT_select_last` -> #108802\n - See e165dae3b856258a6a9f159421ea8b46cd238189\n- [x] `GPENCIL_OT_select_alternate`\n - See fdc0402a506225cd9f490460270bc4f3d1f6a78b\n- [x] `GPENCIL_OT_select_random` -> #108933\n- [ ] `GPENCIL_OT_select_grouped` / `GPENCIL_OT_select_vertex_color` -> #109734\n\n",
"Copy visual pose and paste over frame range\nTwo features requested by animators:\n* Copy Visual Pose: a combination of existing functionality to copy visual poses between bones and copy pose that works between frames.\n* Paste Pose over frame range: when pasting a pose, it can be useful to paste it over a specified range of frames.\n\nBoth of these features can be done in a relatively simple way, however in general with rigs just copying and pasting the matrix after constraints and parenting are applied does not necessarily lead to the same resulting pose. At least parenting should be taken into account intelligently (pasting in order from parent to child), for constraints or IK it may be very hard to do well. \n\nSee comment #57003#1077474 for some design questions, with the summary of the answers in #57003#1089566.\n",
"Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n"
] | [
"Brush Asset Project\nNOTE: WIP...\n\n--------------------------\n\nThis task is a general overview of the proposed new 'Brush Asset' system, aiming at offering a better brush management in Blender. Technical design will be done in sub-tasks.\n\nThe short-term flow of work is not organized here, but on the dedicated \"Taiga\" platform: julianeisel-blender-brush-assets\n\nIssues With Current Brush Management\n****\n\nCurrently brushes are essentially handled like any other data-block. However, they are not really data, more some sort of complex presets affecting sculpting or drawing tools.\n\nTheir coupling with editing modes and tools is also flaky, in most cases (besides Grease Pencil modes), selecting a tool also select a brush, and often there is only one default brush per tool. So having to select a tool automatically select a 'default' brush for it, this is redundant and not so clear for the user.\n\nBeing regular local data-blocks, they are hard to share:\n* Linking them is essentially useless, since one cannot edit their parameters then.\n* Appending them fully breaks any link to their source, and makes these brushes purely local data.\n\nFurther more, any edit to the brush settings is stored in the current file, making the concept of 'default' brush essentially nonexistent. Typical brush usages implies lots of frequent changes for a few properties, which should not be stored/kept across editing sessions.\n\nNew Proposal\n****\n\nGeneral Ideas\n----------------\n\nBrushes define the type of edit mode and action they perform. Selecting a brush automatically enable its relevant 'tool'. Consequently, there is only one drawing or sculpting tool left, per edit mode.\n\nBrushes are assets, stored in asset repositories. Either regular repositories, or a few special ones (like one shipped with Blender, currently called 'Essentials'). There are no more brushes stored in a regular working .blend file.\n\nIn regular working files, brushes are runtime-only data, their settings can be edited, but all changes are lost by default when closing Blender. Users can see (and reset) the edited values.\n\nChanges to brushes can be saved into the 'draft'. Draft is a special asset repository that acts as some kind of advanced per-user copy-paste buffer (similar to e.g. User Preferences: several instances of Blender ran by the same user would have access to the same draft data, but it would not be shared between different users).\n\nDraft data can either be independent (i.e. a full duplicate of the original brush data), or a library override of the original asset, to allow draft brushes to be updated if their original source is modified.\n\nAuthoring of brushes assets happens in the asset .blend files. Brushes can be either created from scratch, or duplicated from the draft or other assets. This process needs to be clearly separated from brush usage in the UI (probably done in different editors, Asset and/or Properties ones?).\n\nUI/UX Mockups\n------------------\n\nThis is a mockup of the new asset region for accessing as many or as few brushes as needed, as well as catalogs.\nFrom the bottom, the user would access and use their brushes. Meanwhile the brush settings would still be accessed in the tool settings.\nBasic drafting and saving of a draft would happen in the sidebar, but possibly in a different tab.\nThe Toolbar would keep a single brush tool, which activates if a brush is selected. \n\nIf there is a strong need for multiple tools for brushes in the Toolbar is still open.\n\n\n\n\n\nLike the name implies, this region would be used for more assets than just brushes, and could be used in various different editors.\nThe basic interaction with assets would be the same as the current Pose Library implementation, which this region aims to build upon and replace.\n\nUsing a new horizontal region is a more efficient and intuitive use of space, while saving space in the toolbar and sidebar for other important content.\n\nMore open questions and details in a different design task.\n\nTechnical Aspects\n---------------------\n\nMain points:\n* Brushes are linked and overridden. Allows user to be able to edit their settings, see which settings are modified, reset to default (i.e. linked data) values, etc.\n* No changes are expected for now in the existing brush/stroke/draw/sculpt code.\n* Clicking on the brush asset has to enable the relevant tool, do the linking & override action (or find existing override), and assign the override as active brush.\n* Draft support needs ability to create, manipulate, open and save additional Mains databases in Blender.\n\nOpen Questions:\n* Asset System: How to handle updates to the draft repository? User would expect to see these changes immediately in their UI.\n* Brushes: How to handle `BKE_paint_toolslots_brush_get` and the toolslot system? Pre-load brushes from the essentials there? Otherwise hook this code into the new brush loading system.\n\nIssues Not Tackled Here\n****\n\nThere are several other issues with Brushes and Sculpt/Paint modes that are not meant to be tackled by this proposal:\n* General technical debt (code severely lacks of proper design, and is very hard to understand, maintain and extend in its current state).\n** Somewhat related, serious lacking in things like tablet pressure control etc.\n* Unified Settings should be stored per edit mode, it makes little sense to share unified settings between sculpt and paint mode e.g.\n"
] |
freestyle cycles render in stereo 3d only ads outline effect to one eye
Operating system and graphics card
windows 10, gtx 980
2.76 test build 2, hash a2a0e7a
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)
freestyle, cycles render in stereo 3d, only ads outline effect to one eye
turn on stereo 3d, and turn on freestyle then render the cube. The right eye will have an outline but not the left.
| [
"Overlays not displayed for UV seams, freestyle edges and sharp edges\nOperating system: Linux-5.4.244-2-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 23.0.4\n\nBroken: version: 3.6.0\n\n\nWhen marking edges as UV seams, these edges' display does not change accordingly, even though the option \"Seams\" is activated in \"Viewport Overlays\".\n\n\n[Based on the default startup]\n- Select the cube and switch to edit mode.\n- Select some edges and mark them as seams for UV unwrapping.\n- These edges are not displayed differently than the others.\n\nSee the attached image where some edges have been marked as seams. I also attached the blend file used for this screenshot.\n\n",
"Mantaflow: Normal Inflow documentation discrepancy with real behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.19000\n\nBroken: version: 2.91.0 Alpha\n\nAccording to the official [documentation ](flow.html#bpy-types-fluidflowsettings-velocity-normal), the Normal option \"controls how much velocity fluid is given along a face Normal.\" but it's clearly emitting from the vertex normal.\n[0001-0010.mp4](0001-0010.mp4)\n\nDefault cube, create a mantaflow smoke simulation. Try to add to the cub the inflow velocity and add normal to a certain value. The smoke is emitted from the vertex.\n[Bug.blend](Bug.blend)\n\n",
"Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.blend)\n\n",
"FreeStyle: SVG fill Z-fighting\nWin 8.1\n\n2.76 Release\n\nPoints, and lines exactly in the same position makes freestyle z fighting. And the filling becomes random lines between vertexes, or not visible. Also not working with holes.\n\n\n1. Create a cube, and switch the camera to Orthographic mode\n2. Rotate camera to 0,0,0, and move it above the cube.\n3. Make an svg export with fill\n4. You get no fill in the exported svg.\n[bug.blend](bug.blend)",
"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.",
"Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).",
"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.",
"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)",
"Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ",
"Stereo 3D settings not shared between main window and children\nBroken: 2.83\n\nIf you render (or create a new window that is not a Main Window you don't see the menu to change the stereo mode.\n\n(based on the original report, though saving and re-loading is a bit irrelevant here)\n\nOpen blender with a camera pointing at a camera\nGo into scene view and turn on; \n- Stereoscopy\n- Stereo 3D mode (not Multi-View)\n- Views > Stereo 3D (not individual)\n\nDo a test render and notice how the blender render window shows anaglyph fine.\n\nSwitch to a different stereo mode e.g., Interlace and notice how the render still displays an anaglyph image.\n\nThe stereo setting of the main window doesn't get shared between the children windows.",
"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",
"Quick Liquid has no effect until playback loops back on the start frame\nOperating system: Linux-5.9.16-100.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: latest master\nWorked: Never\n\nThe quick liquid effect appears not to work until the playback loops back over the start frame\n\n- New file\n- Set the frame to something that's not the first, i.e. frame 80\n- Quick Liquid operator on default cube\n- I can see why it wouldn't work at this point, but it feels broken on the user level\n- See only two wireframes, no particles\n- Play the animation until it loops back past 250 to the first frame\n- Particles are now visible\n",
"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",
"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\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 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."
] | [
"3D Stereo rendering with Cycles does not work correctly with Freestyle enabled\nLinux Mint 14, NVIDIA GeForce GTX 970\n\nBroken: 2.75 RC 2\nWorked: N/A\n\nWhen rendering a stereo image with Freestyle enabled, the Freestyle lines only appear in the right view, but not in the left view of the stereo pair.\n\nThe attached file demonstrates the error: load the .blend file into Blender v2.75rc2 and press F12 to render. Inspect the individual views of the render result, the right view will correctly have the Freestyle lines while the left view will have no Freestyle lines.[freestyle_and_3d_views_issue.blend](freestyle_and_3d_views_issue.blend)\n"
] |
Displace Modifier Viewport Update with Texture (Generated)
1080TI windows 10
2.80, 2018-11-29 15:57, 26d5a3625ed Blender 2.8 Beta
When using a displace modifier with a texture such as clouds, changing the texture properties (i.e size) does not cause an update in the viewport.
Open a new file.
Add a plane.
Add a displace modifier.
Add a cloud texture to this.
Change the size of the cloud texture, observe viewport. | [
"Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n",
"When updating render percentage, the Box Mask node in compositor is also affected\nI ran into a confusing issue the other day that made me log bug #50113, thinking there was an issue related to masks and render size, but it turns out the issue is in the viewer node not updating correctly when adjusting render size.\n\nIn the attached fine, when I change the render percentage and update a value in the compositor, the result in the viewer changes so the mask is not consistent.\n\nIf I re-render the scene, the mask would appear relative.\n\nUnfortunately, since the viewer updates and displays the incorrect information, this can be confusing to the user and cause them (me) to freak out and try and adjust things that don't need to be adjusted. For example, I ended up changing my mask values over and over again, never achieving the correct result. \n\n - Open: [maskIssue.blend](maskIssue.blend)\n - Render an image\n - adjust the render resolution percentage to 100% (so far it's ok)\n - click on the `width` property of the `Box Mask` node and drag to a lower value\n\nNotice that the mask changes in the preview. Render again, and the mask looks correct.\nRendering resolution should not influence the result of the composite.\n\n",
"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.\n\n\n\n\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)",
"The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n",
"Properties window's tool settings don't update if UI is loaded without header.\nOperating system: macOS 12.0.1\nGraphics card: M1 Macbook Pro\n\nBroken: 2.93.5 (2.93.5 2021-10-06)\n\nI have my startup file set to hide the header in the properties window, and noticed that the Tool Settings tab does not update to show the current tool unless hovered over with the cursor. It updates on tool changes once the header is shown again, and continues to work (even without the header) until the UI is loaded again on opening a file or restarting Blender. \n\n- Open default file\n- In properties tab: {nav Right Click > Uncheck Show Header option}\n- Switch to Active tool and workspace settings\n- Change the active tool from toolbar\n\n---\nor\nLoad the UI from the attached blend file and try switching tools in the 3d view's toolbar. Then show the header in the properties window and try switching tools again.[startup.blend](startup.blend)\n\n[tools.mp4](tools.mp4)",
"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\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",
"Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\n\n\n\n",
"Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n\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",
"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\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",
"Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)",
"Armature modifier taking a performance impact, even when set to not be visible.\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: 2.91.2\n\nSome part of the Armature modifier is still calculating even when set to not be visible.\nCausing a performance impact, when an artist expects none. Other modifiers like Subdivision Surface do not have this issue.\n- unrelated, also kinda sucks that I get sub 24fps with 100k poly videogame ready models.\n\nHave a high poly model weighted and bound to an armature, with any simple animated movement. Take note of the viewport performance when viewing playback of the simple animation. Disable all visibility options on the Armature modifier on the model. Performance only increases slightly. Uncheck 'bind to vertex groups' on the modifier. See performance improve drastically, even though the modifier is set to not be visible in the first place.\n\nWith the attached blend file, a high poly model is already bound to an armature with a simple animation.\n[ArmatureModifierBug.blend](ArmatureModifierBug.blend)\n\n",
"Alpha Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n",
"Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n \n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't",
"Workbench/Solid : Texture interpolation not displaying properly in viewport (shared across all users of an image)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.0\nWorked: --\n\nLow resolution textures are no longer being correctly displayed as a sharp graphic in the viewport when the texture interpolation is set to \"closest\" in the material shader.\n\nfeature works as intended in rendered view so long as Eevee or Cycles is selected. Workbench does not work as intended in rendered view.\n\nplace object into scene. Locate a low resolution asset such as pixel art and map the texture to the object. \n\ntextures have always appeared blurry at first in the viewport but common pixel art practice is to set the interpolation from \"linear\"(or whichever is set to default) to \"closest\"\n\nWe have 4 materials each having individual Image Texture nodes (but all using the same image).\n\nIf you take the example file, and set Interpolation to Closest on all of them, you'll get it working in the viewport as well.\n\n"
] | [
"Modifier textures don't update in the 3D viewport\n**System Information:**\nCPU: Ryzen 5 2600\nGPU: RX 570 4GB\nOS: Windows 10 Home\n\n**Blender Version:**\nBroken: Blender 2.8 Beta 925380050d0\n\n**Short description of error:**\nAdjusting textures used in a modifier will not show up in the Blender viewport until a modifier is adjusted or object mode is changed (*E.G. Switch to edit mode then back to object mode*).\n\n**Exact steps for others to reproduce the error:**\nHere's an example:\n1. Open Blender and create a plane\n2. Add a \"Subdivision Modifier\" with the view set to 6 divisions.\n3. Add a displacement modifier and give it a new texture.\n4. Modifer the texture used in the displacement modifier and give it something like a \"procedural cloud\" texture.\n5. This will not be reflected in the viewport until one of the modifiers are adjusted or the user changes viewport mode (*E.G. Enter edit mode then switch back to object mode*).\n\n[2018-12-03 13-20-38.mp4](2018-12-03_13-20-38.mp4)"
] |
Blender 2.8 Crash on Select Text on Curve
OSX 10.14
Broken: Daily Builds
Worked: Release
After opening a blend file with text on curves, blender 2.8 crashes (NOT duplicate of fixed error #56879)
- Factory Defaults
- remove cube
- Create Bezier Circle
- Create Text
- Assign Bezier Circle to Text "Text on Curve Transform"
- Go into EDIT mode to see the text wrapped around curve
- Go into OBJECT mode
- rotate text on z axis (don't know if this is needed)
- SAVE file
- QUIT blender
- START blender
- OPEN file
- Right click text to select it
- Crash (not always, sometimes takes several edits/saves/open)
I've been trying to reproduce this consistently, but it doesn't always produce a crash right away. Sometimes it takes a couple of edits/saves/reopening to get blender to crash. Or it has something to do with the rotation or what object is selected during save. I can't tell for sure. Did my best ;-)
But I've attached a very simple scene where you only have to open it and **rightclick** to select the text to observe the crash. Maybe by analyzing that file you can find the exact reason why.
[crash3.blend](crash3.blend) | [
"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",
"Width text without \" . . . \" each text.\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nWidth (unknow what is call name)\n\nPlease fix width everything I told them before. I was send them long time ago, They never did.\n\n\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",
"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)",
"Object Font does not respect Text Offset X/Y\nOperating system: Linux-5.10.96-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 2.93.7 Release Candidate\nWorked: ?\n\nObject Font respects all of the text-placement features (character, word, line spacing, size, text-box size and text-box offset), but it does not respect simple Offset X/Offset Y.\n\nOpen the .blend file, fiddle with the values, and observe.\n(Of note: it also doesn't respect the 'Shear' feature, but I don't think this is a bug.)\n[text_bug_2.blend](text_bug_2.blend)\nThanks.\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\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",
"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\n\nNot sure if this can be a bug. Please check.",
"Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)",
"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",
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n",
"Rendering 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",
"TEXT outer and inner edge problem with letters. Vertices overlap when offset with \"fillMode\" \"Node\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.83.13\n\nVertices overlap when offset with \"fillMode\" \"Node\"\nThe issue is that a fusion360 user explained to me that in that program there is the OFFSET tool to create inner and outer edges in texts. It is a fundamental tool in any program. I thought I could solve it this way and there I found this problem that can be considered a bug.\n[BORDES EN TEXTO.mp4](BORDES_EN_TEXTO.mp4)\n\n\ncreate 2 texts\nA normal one.\none with fillMode Node to create an outer border\nmake sure that in the 2 texts there is a letter N\nIn the geometry property of the text with fillmode Node put offset 1 and Depth 1\nIn the N you will see this error.\n\n**I would have to calculate so that the vertices don't overlap.**[2021-05-24 15-09-04.mp4](2021-05-24_15-09-04.mp4)\n\n\n[BordeBug.blend](BordeBug.blend)\n\n",
"Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n",
"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\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)"
] | [
"Blender crashes on selecting text-object\nWin10 Pro, 64bit, latest updates\nNVidia GeForce 1080, 8GB, 391.35\n\n****\n# Blender 2.80 (sub 20) System Information\n****\n\n\nBlender:\n****\n\nversion: 2.80 (sub 20), branch: blender2.8, commit date: 2018-07-19 15:20, hash: 94722121e57, type: Release\nbuild date: 19/07/2018, 19:02\nplatform: Windows\nbinary path: 'D:\\\\blender28\\\\blender.exe'\nbuild cflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /we4013 /we4133 /we4431 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP -openmp \nbuild cxxflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /we4013 /we4133 /we4431 /DWIN32 /D_WINDOWS /W3 /GR /EHsc /nologo /J /Gd /MP /EHsc -openmp \nbuild linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib /ignore:4049 /ignore:4217 /ignore:4221\nbuild system: CMake\n\nBlender crashes as soon as I right-click select the Text-Object in 3D-View, or left click in Outliner\n\nOpen attachted blend and right-click on Text-Object in 3D-View or left-click in outliner.\n\nAdditional info: I recreated the scene and blender crashed during editing the text of the text-object. After that the new file showed the same behavior. I don't remember if a crash occured with the attached file, though.\n[Luzi.blend](Luzi.blend)\n"
] |
Crash on OSL "getmessage"
Operating system: MacOs Catalina
Broken: Blender 2.91.0 Alpha, August 21, 23:30:20- a1f54be0426e
Worked: 2.83
I have a scene where with heavy OSL use (materials with script) which was working nice in 2.83, but occasionally crashing blender in 2.91
I managed to track problem to script with raycasts, but failed to create small piece to reproduce this crash, on light scenes this works OK.
But on particular heavy scene crash is frequent //
There is a crash log from system, seems something related to OSL get message stuff [blender_crash.txt](blender_crash.txt)
Hope this helps
```
Thread 14:
0 org.blenderfoundation.blender 0x0000000106c1c0ec ccl::set_attribute_float(float*, OpenImageIO_v2_1::TypeDesc, bool, void*) + 124
1 org.blenderfoundation.blender 0x0000000106bd4a09 ccl::OSLRenderServices::get_object_standard_attribute(ccl::KernelGlobals*, ccl::ShaderData*, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, bool, void*) + 3705
2 org.blenderfoundation.blender 0x0000000106bd6a1e ccl::OSLRenderServices::get_attribute(ccl::ShaderData*, bool, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, OpenImageIO_v2_1::ustring, void*) + 606
3 org.blenderfoundation.blender 0x0000000106c1bd35 ccl::OSLRenderServices::getmessage(OSL_v1_10::ShaderGlobals*, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, void*, bool) + 13653
4 org.blenderfoundation.blender 0x00000001049e01d8 osl_getmessage + 984
5 ??? 0x00000001280e9efa 0 + 4967014138
6 ??? 0xb81f0504e248c788 0 + 13267328545791199112
Thread 15:
0 org.blenderfoundation.blender 0x0000000106c1bcea ccl::OSLRenderServices::getmessage(OSL_v1_10::ShaderGlobals*, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, void*, bool) + 13578
1 org.blenderfoundation.blender 0x00000001049e01d8 osl_getmessage + 984
2 ??? 0x00000001280e9efa 0 + 4967014138
3 ??? 0xb81f0504e248c788 0 + 13267328545791199112
Thread 16:
0 org.blenderfoundation.blender 0x0000000106bd8ee5 ccl::get_primitive_attribute(ccl::KernelGlobals*, ccl::ShaderData const*, ccl::OSLGlobals::Attribute const&, OpenImageIO_v2_1::TypeDesc const&, bool, void*) + 8837
1 org.blenderfoundation.blender 0x0000000106bd6b25 ccl::OSLRenderServices::get_attribute(ccl::ShaderData*, bool, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, OpenImageIO_v2_1::ustring, void*) + 869
2 org.blenderfoundation.blender 0x0000000106c1bd35 ccl::OSLRenderServices::getmessage(OSL_v1_10::ShaderGlobals*, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::ustring, OpenImageIO_v2_1::TypeDesc, void*, bool) + 13653
3 org.blenderfoundation.blender 0x00000001049e01d8 osl_getmessage + 984
4 ??? 0x00000001280e9f62 0 + 4967014242
5 ??? 0xb81f0504e248c788 0 + 13267328545791199112
``` | [
"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",
"Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)",
"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",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"Animation Player crashes on MacOS\n\n```\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits or OSX 12.2.1\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n```\n\n```\nmacOS 12.2.1 Intel HD Graphics 6000 1536 MB and Radeon Pro 5300M, macOS 11.4\n```\n\nBroken: version: 3.0.0 Beta\nBroken: blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg, \n\nI open a fresh Blender, Standard Cube scene.\nGo to View-> Viewport Render Animation\nIt freezes (Beachball of death) around frame 20 or 30 . Have to kill Blender, fan goes crazy.\nSame with the default cube scene. But the the crash doesn't come every time, but the image it way too dark.\n\n\nProblem 1 \n\nFreeze during \" Viewport Animation Render\"\n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- after a couple dozen frames, Blender freezes, full CPU usage, and frames don't progress.\n\nProblem 2\nAssuming the above problem doesn't appear, \n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- Render-> View Animation\n- Playback crashes at the end of caching.\n\n\nProblem 3\n- The image is much too dark compared to the Viewport.\n",
"Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n",
"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```",
"Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Blender 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",
"Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)",
"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",
"Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n",
"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\n",
"Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)"
] | [
"Crash with OSL shader when checking results from getmessage trace \"geom:name\"\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Blender 2.84.3 LTS\n\nchecking values retrieved from trace getmessage \"geom:name\" seems to cause crash in blender 2.90 and 2.91. It works with blender 2.83 LTS\n\n\nOpen this blend file in LTS and set render in viewport - Works\nOpen this blend file in 2.90 and set render in viewport - Insta Crash \n\n[OSLBug.blend](OSLBug.blend)\n\n"
] |
Crash when editing color ramp animation decorator in property editor
**Description of the bug**
Crash when editing color ramp animation decorator in property editor
**Steps to reproduce**
* Add a color ramp and connect to the Principle base color socket input.
* Click on the animate property decorator for the color ramp settings in the Property Editor.
[color_ramp_crash.blend](color_ramp_crash.blend)
| [
"Animation: Extra operators for the graph editor's sliders\nThis is a list of operators being added to the sliders tool in the Graph Editor. \n\nIt is based on the structure already created by @ChrisLend. The main work is in `keyframes_general.c`, the rest is just following what he did.\n\nThere is one slider missing: Wave-Noise. I will add it to the list once I add the PR\n\n- [x] Blend to Infiniti: [#106517](106517)\n- [x] Blend Offset: [#106518](106518)\n- [x] Blend to Ease: [106519](106519)\n- [x] Time Offset: [#106520](106520)\n- [x] Shear Left: [#106521](106521)\n- [x] Shear Right: [#106522](106522)\n- [ ] Scale Right: [#106523](106523)\n- [ ] Scale Left: [#106524](106524)\n- [ ] Ease-Ease: [#106525](106525)\n- [x] Scale Average: [#106526](106526)\n- [x] Push Pull: [#106527](106527)\n- [ ] Blend to Frame: [#106754](106754)\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\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\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 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\n\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"Color Picker 'Square (SV + H)' changes Hue while editing SV\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: 3.4.0\n\nWhile using one of the theme color widgets, if change the saturation, the hue will change\n[blender_FLKonKBXBK.mp4](blender_FLKonKBXBK.mp4)\n\n- In {nav Blender Preferences > Interface > Editors} change `Color Picker type` to `Square (SV + H)`\n- In {nav Blender Preferences > Theme} click any color widget\n- Choose a `Hue` between blue and cyan\n- Change SV values in the square interface",
"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",
"IDproperty subtype can cause Blender UI to throw exception\nOperating system: Win 10\nGraphics card:\n\nBroken: example: 3.3.1 LTS, b292cfe5a936, master, 2022-10-04\n\nAfter editing an IDproperty subtype through python interface, the blender GUI becomes broken when trying to edit the property\n\nobject.id_properties_ui(\"prop\").update(subtype = ***) will accept NONE', 'FILE_PATH', 'DIR_PATH', 'FILE_NAME', 'BYTE_STRING', 'PASSWORD', 'PIXEL', 'UNSIGNED', 'PERCENTAGE', 'FACTOR', 'ANGLE', 'TIME', 'TIME_ABSOLUTE', 'DISTANCE', 'DISTANCE_CAMERA', 'POWER', 'TEMPERATURE', 'COLOR', 'TRANSLATION', 'DIRECTION', 'VELOCITY', 'ACCELERATION', 'MATRIX', 'EULER', 'QUATERNION', 'AXISANGLE', 'XYZ', 'XYZ_LENGTH', 'COLOR_GAMMA', 'COORDINATES', 'LAYER', 'LAYER_MEMBER'\n\nBut anything other than 'NONE', 'COLOR', 'COLOR_GAMMA', 'EULER', 'QUATERNION' causes Blender UI to throw exception when editing the property.\n\n- open [bug.blend](bug.blend)\n- see the Cube's custom object ID property \"prop\" and that it's editable through the 'gear' button.\n- Change the type to `Float Array`\n- run the included script in text editor or run `bpy.data.objects[\"Cube\"].id_properties_ui(\"prop\").update(subtype='ANGLE')` in python console\n- see the property again in UI and try to edit it.",
"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**\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",
"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\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n",
"Crash 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",
"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",
"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 (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",
"Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff",
"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\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n"
] | [
"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."
] |
Multires modifier not always updating external data files when .blend is saved causing changes to be lost
Operating system: Both MacOS 10.14.2 (Mojave) and Windows 10
Graphics card: GTX 1080Ti, Radeon Pro 560X 4096 MB
Broken: 2.8 branch (local build as of Jan 4, 2019, 11:40 EDT))
This is a follow-up to T60124. Blender now properly reads multires modifier external data when a .blend file is loaded. However, now when you make subsequent sculpt edits and save the .blend file, the changes are not always saved to the external .btx file. This causes all changes to a sculpting session to be lost.
I am attaching a .blend and a .btx.
[Ball.btx](Ball.btx)
[MultiResTest.blend](MultiResTest.blend)
With a save followed by File->Revert changes are lost:
1 - Open attached .blend. Note that the sculpt details on the object have been read from the .btx file and are visible in the viewport.
2 - Make sure you are in sculpt mode.
3 - Make some random changes to the sculpt.
4 - Save the .blend file (CTRL-S or CMD-S).
5 - File->Revert to reload the .blend file
6 - Note that your random changes have not been saved and, in fact, have been lost.
However, a save followed by exiting Blender, restarting, and opening the .blend file does work:
1 - Open attached .blend. Note that the sculpt details on the object have been read from the .btx file and are visible in the viewport.
2 - Make sure you are in sculpt mode.
3 - Make some random changes to the sculpt.
4 - Save the .blend file (CTRL-S or CMD-S).
5 - Quit Blender
6 - Start Blender
7 - Open the .blend file
8 - Note that your random changes are present.
| [
"smaller startup.blend\nNot sure if this is technically a bug, but...\n\nI notice that `startup.blend` includes 64 blocks of type `MTex` that don’t seem to be referenced anywhere. Loading the startup file into Blender and then saving it without making any changes removes these blocks.\n\nEnclosed [startup.blend](startup.blend) is a copy of `startup.blend` from the current Blender source tree after processing through my experimental [blendhack ](blendhack) script to remove the unreferenced blocks. I also saved it with 32-bit rather than 64-bit pointers, which knocks about another 50K off the size.\n\nI also note the potential for information leaks in the current procedure for saving `.blend` files; for example, fixed-length fields containing null-terminated strings retain traces of previous values after the terminating null. And the saving of in-memory addresses can give hints about the configuration of the system on which the file was saved.",
"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\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n",
"Optimized per-datablock global undo\nGlobal undo is slow on scenes with many objects. A big reason is that undo writes and reads all datablocks in the file (except from linked libraries). If we can only handle the ones that actually changed, performance would be much improved in common scenarios.\n\nThis proposal outlines how to achieve this in 3 incremental steps. Only 1 or 2 of these steps would already provide a significant speedup.\n\nAt the time of writing there is no concrete plan to implement this, but I've had this idea for a while and it seemed useful to write down in case someone likes to pick it up.\n\n## ~~1. Read only changed datablocks~~ DONE\n\nLinked library datablocks are already preserved on undo pop. We can do the same thing for all non-changed datablocks, and only read the changed ones.\n\nWe can detect which datablocks were changed by checking that their diff is empty. Addition and removal of datablocks also needs to be detected. We need to be careful to exclude runtime data like `LIB_TAG_DOIT` from writing, to avoid detecting too many datablocks as changed. Most changes to runtime data go along with an actual change to the datablock though.\n\nSince unchanged datablocks may point do changed datablocks, we need to reload datablocks in the exact same memory location. We can safely assume the required memory size stays the same, because if it didn't those other datablocks' pointers would be changed as well. In principle other datablocks should not point to anything but the datablock itself, but there may be exceptions that need to be taken care of *(e.g. pointers to [armature] bones hold by [object] pose data...)*.\n\n`Main` fields other than datablock lists may need some attention too.\n\n## ~~2. Optimize post undo/redo updates~~ DONE\n\nThe most expensive update is likely the dependency graph rebuild. We can detect if any depsgraph rebuild was performed between undo pushes, and if so mark that undo step as needing a depsgraph rebuild. This means the undo step is no more expensive than the associated operation.\n\nThis requires the dependency graph to be preserved through undo in scene datablocks, similar to how images preserve image buffers. This would then also preserve GPU data stored in the dependency graph. If the dependency graph supports partial rebuilds in the future, that could be taken advantage of.\n\nThere may be other expensive updates, to be revealed by profiling.\n\n## 3. Rethink how we handle cache preservation across undo steps.\n\n#76989 seems to point to some pointer collision issue, similar to the reason that lead us to add session uuid to IDs when we started re-using existing pointers in undo.\n\nNote that according to the report, there were already issues before undo refactor - hard to tell though if they had the same root cause?\n\nThis needs to be investigated further.\n\n## 4. Write only changed datablocks\n\nWhile undo/redo is usually the most expensive, the undo push that happens after each operation also slows down as scene complexity increases. If we know which datablocks changed, we can only save & diff those.\n\nThis could be deduced from dependency graph update tags. However there are likely still many operations where tags are missing. If it is not done correctly, then instead of a missing refresh there is a more serious bug of not undoing all changes. So this needs verification throughout the Blender code for correct tagging, before it can be enabled.\n\nDebug builds could verify correctness by testing the diff is empty whenever there was no tag.\n\n\n-----------------------------\n\n\nCurrent Status and Plan\n****\n\nThere is an experimental option in 2.83 to address step 1 and (part of) step 2. This was developed in branches and is now in master. Implementation of step 3 has not started.\n\n- [x] [id-ensure-unique-memory-address]() implements the idea of never re-using a same memory address twice for IDs. This is required to allow usage of ID pointers as uids of datablocks across undo history.\n - [x] Add storage of addresses history for each ID (has to be stored in blend memfile, can be ignored/reset when doing an actual blendfile reading).\n - [x] Discuss how to best implement the 'never get same allocated address again' process, current code here is basic, we could probably be much smarter and efficient with some changes to our MEM allocator itself.\n - [x] We are going to try and use session-wise uuids for data-blocks instead.\n - [x] Make new undo behavior controllable from Experimental preferences area.\n- [x] [undo-experiments]() Implements detection of unchanged datablocks at undo, and re-using them instead of re-reading them.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] [undo-experiments-swap-reread-datablocks]() implements re-using old ID address even for changed IDs that need actual reading from memfile. Also adds support for more refined depsgraph update flags handling from undo. Both changes combined allow to reduce dramatically depsgraph work needed during most undo steps.\n - [x] Switch to using id addresses instead of names to find back a given data-block across undo history (depends on completion of work in `id-ensure-unique-memory-address` branch).\n- [x] Investigate crashes due to invalid or used-after-free memory in depsgraph after undo step.\n- [x] Investigate why some undo steps are still using full reload of the memfile. Some may be necessary, but think we can improve here.\n - [x] In particular, the absolute last undo step (the first to be undone) is always seen as 'all data are changed', for some reasons...\n- [x] Investigate how to discard runtime data from 'data is changed' detection (probably by nullifying those pointers at write time?).\n- [x] Fix slow undo of adding/duplicating/deleting datalocks. The undo diffing does not appear to be smart to match up the right datablocks in such cases, causing many unrelated datablocks to be marked as changed, which also means excessive memory usage. The `session_uuid` could be used to find matching datablocks.",
"Keyframed parameters are not preserved when frame_change_post handler is used\nOperating system: Win 10 Pro\nGraphics card: GTX 1080\n\nBroken: v2.81, master, 2018-11-26\nWorked: (optional)\n\n---\n\n\n**EDIT** by @EAW \n\n\n> In the .blend file setup, the 'mesh_cache' object would instance a cube over the vertices for display in rendering. An ocean modifier is added to the object with 'Geometry' set to Displace and the 'time' parameter is keyframed over a frame range. \n> \n> Playback in the viewport shows the ocean modifier evolving shape during the animation. If the animation is rendered, the ocean modifier does not evolve over time and the render result is static.\n> \n\n\n\n> Here is a script that generates a 2d grid of vertices in the frame_change_post handler:\n> \n> ```\n> import bpy\n> \n> def frame_change_post(scene, depsgraph):\n> # Generate a 2d grid of vertices. A cube object is set to be instanced over the vertices for rendering\n> vertices = []\n> for j in range(100):\n> for i in range(100):\n> vertices.append((i * 0.05, j * 0.05, 0.0))\n> \n> mesh_cache_object = bpy.data.objects.get(\"mesh_cache\")\n> mesh_cache_object.data.clear_geometry()\n> mesh_cache_object.data.from_pydata(vertices, [], [])\n> \n> depsgraph.update()\n> \n> \n> bpy.app.handlers.frame_change_post.append(frame_change_post)\n> ```\n> \n\n\n\n\n> Here is the .blend file including the script: [keyframed_modifier_bug.blend](keyframed_modifier_bug.blend)\n> \n> How to reproduce:\n> 1. Open .blend file\n> 2. Press 'Run Script'\n> 3. Blender > Render > Render Animation\n> \n> The result is a static animation.\n\n\n**End Edit**\n\n---\n\n\n\nI have created a FlipFluids simulation in Blender 2.81 ( 2019-11-25 21:45) and added an Ocean modifier in displacement mode to the fluid_surface. Then I have baked the complete sim from within FlipFluids.\nWhen I move from keyframe to keyframe in the default timeline everything is moving as desired in the default 3D window:\nOcean modifier waves, FlipFluids waves & wake, flags, radars...\n\nWhen I render the complete animation everything EXCEPT the ocean modifier waves are moving. The ocean modifier waves remain static but the FLIPFLUIDS waves move on that surface.\nALL modifiers and elements ARE enabled for renderings. D-NOISE: AI Denoiser is on (switching denoiser off did not help).\nComputer is a HP Z800 with dual Xeons, 72 GB of vRAM and a GTX 1060.\n\nIf I render & save the keyframes manually individually by hand the ocean surface moves! Which means I get the proper result.\n\nAs its working when rendering&saving each frame manually as image (Png) and its not giving the same result when saving out the same images (Png) when I hit render animation, I do suppose this might be a bug in 2.81.\nRunning indiviual frames via Renderpilot did not yield the proper result either. So I do suspect it might be that there is not enough time gap between saving the last frame and rendering the next. Or, something does not get purged properly.\n\nFor propriatary reasons I can not share the blend file.",
"Hair disk cache isn't saved/read.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Disk Cache\" does not reload the cache upon opening the file. I still have a folder with the exact filename and it says \"1 frame on disk, cache is outdated!\"\n\nAdd hair particles to an obj, use hair dynamics, check \"Disk Cache\" bake the simulation and save. Close blender. Re-open blender and the cache will be outdated with no changes to the file having been made.\n\n",
"creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n",
"Recover Autosave breaks library paths\nBroken: version: 4.0.0 Alpha\n\n- Download both files, next to each other: [cube_linked.blend](attachment) [cube.blend](attachment)\n- Open cube_linked.blend to verify that it's valid the way it is. It links a collection from the other file.\n- File->Recover Autosave->Browse cube_linked.blend\n- Library path is broken, pop-up error about missing IDs.\n\n<video src=\"attachment\" title=\"2023-09-15 19-47-38.mp4\" controls></video>\n(The 2nd error pop-up here is from an add-on, but I tested the bug after disabling add-ons and restarting Blender as well.)\n\n",
"Multires Unsubdivide Deletes Hidden Geometry\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.6.0 Beta\nWorked: ??? also a bug in 3.5\n\n**Description**\nIf you use the unsubdivide tool on the multires modifier while geometry is hidden in edit mode, the geometry that was hidden gets 'deleted' (or more like dissolved) from the mesh. It's easy to work around, but it definitely isn't the expected behavior.\n\nSelect the default cube and enter edit mode, subdivide it several times, hide part of the mesh, back to object mode and add a multires modifier, click unsubdivide, the hidden geometry is dissolved.\n\n",
"3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n",
"Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n",
"Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n",
"MultiRes cannot \"Apply Base\" when ShapeKey have been added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.71\n\nBroken: version: 2.90 (sub 0)\n\nChanges to Level 1 (and higher) cannot be propagated down to Level 0 using the \"Apply Base\" button after Shapekeys have been added.\n\n1. SubDivide the default cube using Ctrl+3 and apply\n2. Add a MultiRes modifier and press \"Subdivide\"\n3. Do some sculpting at Level 1\n4. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows the sculpting has been applied.\n\nScenario A:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n\nScenario B:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n8. Add a second shape key (\"Key1\")\n9. Scrubbing the \"Value\" of Key1 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh. (Bizarre! \"Apply Base\" was pressed before Key1 even existed!)\n\nScenario C:\n5. Add a shape key (\"Basis\")\n6. Add a second shape key (\"Key1\")\n7. Do some more sculpting at Level 1\n8. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n9. Add a third shape key (\"Key2\")\n10. Go to Sculpt Level 0. \n11. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh (which is what was originally wanted)\n12. Go to Sculpt Level 1.\n13. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 (Value = 0), and double the deformation (Value = 1) - bizarre, and very unexpected!",
"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.",
"Vector pass not being saved correctly when using the File Output node\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 3.3\nWorked: Not sure\n\nAccording to doc, vector pass is a 4-component vector, but when it's being piped through to a File Node in the compositor, it seems only 3 components are saved. This causes some motion data to be missing in the final multilayer exr.\n\n- Open attached file\n- `Render` > `Animation` - it will render 1 frame and save 2 exrs.\n 1. One using the blender native file output\n 2. Another using the file Node\n\n- Once it's rendered, the compositor should auto update to load these 2 exrs files below. If not, refresh the input nodes.\n- Check the vectorblured output. They are different.\n[mblur-bug.blend](mblur-bug.blend)",
"2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. "
] | [
"Multi-resolution modifier does not save data when btx file and mesh do not match face/vertex count\nOperating system: Windows 10\nGraphics card: GTX 970\n\nBroken: daily build - December 24, e5e885d0ecb9, 2.8\n\n\nWhen using multi resolution with external btx file, any changes are not saved if the btx poly count and actual mesh poly count is not equal. (even if only change was adding geometry)\n\nNote: \nIf poly count mismatch occurs happens a warning in modifier should be displayed\nCan be fixed by packing, deleting/renaming/moving original and again saving externally\n\n\n\n- Add multi-resolution modifier with LOD of choice \n- Go in to sculpt and sculpt anything\n- Exit sculpt mode\n- Save file and pack external\n- Exit blender\n- Reopen file\n- Go to edit mode and add any geometry (such as a disconnected plane for simplicity)\n- Go in to sculpt and sculpt anything\n- save and reopen file\n"
] |
Shape Key editing not working as expected.
Operating system: Windows-10-10.0.17134-SP0 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.90.0
Experiencing a bug where editing the vertices of a dependent shape key changes the vertices of the basis shape key.
go into edit mode of outerwall with key 1 selected, move a vertex. Then select the basis shape key and observe that it is behaving as though it is dependent. This isn't because the key 1 is actually the basis because if you move a vertex in the basis it also effects key 1 as you'd expect.
[badshapekeys.blend](badshapekeys.blend)
on an unrelated note, I have Mesh: LoopTools enabled and none of the functions are searchable.
| [
"Connected Proportional Editing cuts of in special case\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: ?\n\nWhile creating the ladder as attached, connected proportional editing seems to be stopped at certain points. It deforms the points near it, but as soon as it gets around one hole it does not propagate any further. This issue only appear with this indice order of the mesh.\n\n\n\n[connecteddeformbug.blend](connecteddeformbug.blend)\nTo prove that it is not a corrupted mesh, here is how to create it: (follow the steps exactly, otherwise it might not work)\n1. Create a plane object and tab into editmode\n2. Scale the plane 0.3 along the X-axis\n3. Add 3 loop cuts simultaneously to make almost squares (so there are 3 new edges pointing along the x axis)\n4. select everything and inset individual faces by 0.1.\n5. delete the interior faces (all at once) to get a ladder-like geometry\n6. try moving the long internal edges on the -Y side of the mesh.",
"Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n",
"Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.",
"Inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys\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 511.23\n\nBroken:\n3.2.0 Alpha 2022-05-01 a5644f9a28ea\n3.1.2 2022-03-31 cc66d1020c3b\n3.0.1 2022-01-25 dc2d18018171\n2.93.9 2022-04-19 31712ce77a6a\n2.83.19 (can't find build details)\n\nWorked: -\n\nThere's an inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys.\n\nWith Subdivide Edge Ring, no matter what kind of interpolation and profile factor you use, the one applied to all other shape keys will use \"Linear\" and \"0\" respectively.\n\nWith Subdivide, if you use it on the Basis shape key, all other shape keys will inherit half of the transform of the \"smoothness\" setting, and they will be transformed in some undefined manner by the \"fractal\" setting as well. If you use it on non-Basis shape key, in addition to the described behavior with remaining shape keys, the Basis shape key will always use the default settings (smoothness and fractal = 0).\n\n**Exact steps for others to reproduce the error / sort-of-transcript of the video**\nwatch?v=s9dPcdHOlpo\nIf you use the Subdivide Edge Ring, leave the default settings, and go through the shape keys, you can see that the positions of vertices are slightly off between the current/modified shapekey and others.\nHowever, that changes when you change interpolation to \"Linear\" - then they start being the same.\nWhen you go through various options it seems that the only thing applied properly across all shape keys is the number of cuts.\nAll shape keys other-than-the-active-one seem to always be using the \"Linear\" interpolation, and profile factor = \"0\"\nFrom my tests it doesn't matter which shape key you use this action on - it will always have the same effect between the current shape key and all other.\n\nNow, there's something even weirder goin on with the regular Subdivide.\nIf we Subdivide the mesh with default settings, it will look the same in all shape keys - that's great.\nHowever, if we change something, then the mesh across shapekeys will look different.\nAs a general rule, if we Subdivide a shapekey like Key 2, then the Basis will look like it was Subdivided with the default settings instead of the chosen ones (besides the number of cuts), but all other shape keys will also be modified, just in a different way than the active shapekey.\nFor example, if we change the smoothness of our Subdivide, then other shapekeys will look just \"less modified\". If we check the coordinates of the vertices, then we can see that in Key 1 they are transformed exactly half-way to their position in Key 2.\nHowever, if we use the Fractal setting, then the results are different: The Basis is still default-Subdivided, but the vertices of Key 1 are not just halfway there to the positions of Key 1 - they're completely different.\nOn a final note, with regular Subdivide, if, instead of Subdividing Key 2 you did that to the Basis, then both Key 1 and 2 would look like Key 1 in my example. There would be no shape key that stays with default Subdivide settings.",
"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)",
"Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n",
"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",
"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",
"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",
"Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\n",
"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",
"Corrective smooth apply as shape key does not work\nWindow 8.1, Nvidia GTX 770\n\nBroken: 2.74. f8540d7 (from build bot)\nAlso reported by [BlenderArtists forum user DanPro for build dc95ca9 ](showthread.php?366313-Delta-Mush-Modifier&p=2867232&viewfull=1#post2867232)\n\nApply as shape on the corrective smooth modifier creates an empty shape key. \nApply as shape in the same conditions for the smooth modifier works fine.\n\n\n1. create mesh skinned to armature (e.g. cylinder skinned to two bones)\n2. add corrective smooth modifier after armature modifier\n3. pose armature\n4. apply corrective smooth modifier as shape (or to mesh)\n5. the resulting shape key would be empty (should contain the corrective smoothing effect for that pose)\nFile: [corrsmooth_shape_bug.blend](corrsmooth_shape_bug.blend)",
"Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n",
"Problem with parent_vertices attribute\nOperating system: Microsoft Windows 10 Professionnel\nGraphics card: Nvidia Gefroce RTX 2080 Super\n\nBlender 3.0.0, hash: f1cca3055776 , branch: master\n\n**Short description of the bug**\nThe attributes parent_vertices is by default to [0,0,0] but it cause some problem :\nWhen you select the 0th vertex of a mesh and parent an other object with the vertex_parent_set() function the list still be the same [0,0,0].\nSo when the parent mesh is deleted you cannot know if there were a parent before. \nMaybe set the default list to [None, None, None] will avoid the problem.\n",
"Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)"
] | [
"After swapping the basis shape key to another one, the former basis key still affects the new one\n2.91.0\n\nWhat I try to do: I would like to make a later created shape key the basis one. \nI can do it with moving it to the top, and setting the former basis key's \"Relative To\" setting to this new basis one.\nIt works as expected until I'd like to make further changes in the old basis key (now just a regular shape key)\nIt affects the current basis, where - by definition - there's no \"relative to\" setting, so it shouldn't be affected by anything.\n\nI noticed that it does work as expected if I'm using the \"shape key in edit mode\" option - BUT it only behaves well until I come back to object mode. Then the new basis key instantaneously gets all the modifications I just made on the old basis.\n\nThe steps are below on an image with descriptions, but I attached the blend file too. Just change the shape key called \"starting basis\" and check what happens with the real basis one.\n\n\n[shapekey_error.blend](shapekey_error.blend)\n\nNote: there was one time when I created a shape key pair where this whole thing worked as intended. But out of (literally) 6 tries, only one worked and I couldn't pinpoint what I did differently in that case."
] |
Microdisplacement bug or known limitation?
Operating system and graphics card
win 7 gtx 550ti
Broken: 4f28dac
Worked: (optional)
Adding different material with new displacement on, breaks the surface of the mesh.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
1. Open the blend file make sure that all the requirement to run the new displacement is fulfilled.
2. Shift+z on the viewport see how a whole mesh get detached.
Note that i m trying to build a workflow where i can decide where and how the displacement can affect my mesh. since we don't have a good displacement backing system in Blender. A good displacement baking system is really need here, something where you can control the midlevel before baking.
[microdispl_bug.blend](microdispl_bug.blend)
| [
"Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.",
"Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.",
"Bushing under the Displace modifier will change the primitive mesh\nOperating system: Windows-10-10.0.21343-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\nWorked: (the newest version of Blender that worked as expected)\n\n\nUnder the replacement modifier, sculpting the object will add the effects of the replacement modifier to the brush\n\nstep1:add modifier into the object as a Displace modifier\nstep2:In the Sculpt Mode, Bushing under the Displace modifier will change the primitive mesh\n\n[Peek 2021-03-30 18-59.webm](Peek_2021-03-30_18-59.webm)\n\n[Bushing under the Displace modifier will be change premitive mesh .blend](Bushing_under_the_Displace_modifier_will_be_change_premitive_mesh_.blend)",
"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\n\n",
"Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ",
"Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n",
"Multiply and divide in item location only calculates second part of separate units.\nOperating system:any \nGraphics card:any\n\n3.4+\n\n\nWhen separate units (imperial) is enabled, the math (multiply/divide) in the item location field is broken.\n\n\nIn a new blender file, set the scene units to imperial.\nCheck the 'Separate Units' checkbox.\n\nIn the 3d viewport, select the default cube and press G X 6.5 to move the default cube 6'6\" in the X axis.\nNow in the Item Tab, Transform, Item Properties, enter the X location field and add /2 or *0.5 to the end of the line.\n\nThe expected behaviour is to halve the value in the field which would result in 3'3\". What happens though, is it only calculates for the inches portion of the location, resulting in a location value of 6'3\".\n\n",
"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)",
"Displacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 3.0.0 Alpha\n\nDisplacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket.\nI do preview switching to an emission shader, but you can use any other shader in the surface socket and then disconnect it.\nIf you change any values, displacement will disappear again.\n[2021-05-08_15-40-44.mp4](2021-05-08_15-40-44.mp4)\n\nOpen the file and reproduce the steps from the video.\n\n[volumetric_displacement_bug.blend](volumetric_displacement_bug.blend)",
"Wrong interaction by extrude region with 2 cube's faces\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.22\n\nBroken: version: 3.1.0\n\nWhen extrude the \"z\" and \"-x\" faces of cube they extrude up \n\n* Create a cube\n* Choose edit mode\n* Select \"z\" face(top of cube) and \"-x\" face\n* Use Extrude Region or press E\n\n{[F12930516](image.png), size=full}\n\nThanks!",
"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",
"data transfer breaks if more than one remesh is above it in the stack.\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\nSometimes the `DataTransfer` modifier doesn't work for no apparent reason.\nIn the attached file, putting a `Boolean` modifier after the `Remesh` makes `DataTransfer` work again.\nThis isn't anything to do with differing topology between the hidden and unhidden monkey, otherwise it wouldn't work with only one remesh modifier in the stack.\n\n- Open the file bellow\n- with the monkey selected, turn off the boolean modifier in the stack. \nThe uvs which are being transferred from the hidden monkey will disappear (making the monkey all black).\n[simplified data transfer.blend](simplified_data_transfer.blend)\n\n---\nOriginal file:\n\nOne remesh modifier works fine:\n\n\n\ntwo remesh modifiers break the data transfer:\n\n\n[terminator.blend](terminator.blend)\n",
"GPencil: Add multiframe support to Move to Layer\n",
"soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\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"
] | [
"Microdisplacement; stitching between two faces of different material indices does not exist (when dicing is used)\nWin10 64 bit; 24 gigs RAM; third-gen i7 CPU; ATI 79xx GPU\n\nBroken: hash a0c1876\nWorked: never\n\nWhen you enable the rendertime dicing in the subsurf modifier (for displacement) and the mesh has more than one material index, both the rendered view and F12 render will reveal that the faces are not connected in any way (but displacement without the dicing works as it should\n\nOpen the .blend file and switch to the rendered view (or press F12)\n\n**image**\n\n\n**blend**\n[MicroDispBug2.blend](MicroDispBug2.blend)\n\nI'm not entirely sure if you're accepting bug reports for this feature yet, but then again there's no user-visible list of remaining todo items so as to know whether to report something.\n"
] |
Applying Vertex Weight Mix modifier invalidates existing references to Vertex Groups
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11
Broken: 3.0.0, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`)
Worked: 2.93.9
After applying a Vertex Weight Mix modifier, any existing references to Vertex Groups on the object the modifier was applied to become invalid, appearing to no longer reference the correct data in memory.
- Add vertex groups to the default cube (the more vertex groups there are, the more likely for there to be issues, 10 or more recommended for ease of reproduction)
- Add a Vertex Weight Mix modifier to the cube
- Set Vertex Group A and B in the modifier to any two vertex groups on the cube (they can be the same)
- Select the cube so that is is the active object
- In a Python Console window, run `all_vg = bpy.context.object.vertex_groups[:]`
- Apply the Vertex Weight Mix modifier
- In the same Python Console as before, run `[v.name for v in all_vg]`
- It is likely that a UnicodeDecodeError will occur, some names will end up as the name of a different vertex group or something else entirely, some names will be empty or rarely, that Blender will crash
Performing other actions in Blender before running `[v.name for v in all_vg]`, such as changing the Properties space from Modifier Properties to Material Properties is likely to cause issues even when there are only very few vertex groups on the cube.
An alternative to running `[v.name for v in all_vg]` in the Python Console, that may make the issue clearer, would be to instead run the following code as it will catch the UnicodeDecodeErrors:
```names = []
for vg in all_vg:
```
try:
names.append(vg.name)
except UnicodeDecodeError:
names.append('error')
```
print(names)```
Provided that you enable the System Console for viewing the output and select the default cube as the active object first, the following script can be run from Blender's Text Editor to go through each of the steps (more vertex groups are added because it is much more likely for issues to not occur)
```
import bpy
cube = bpy.context.object
for _ in range(100):
cube.vertex_groups.new()
mod = cube.modifiers.new('Vertex Weight Mix', 'VERTEX_WEIGHT_MIX')
mod.vertex_group_a = cube.vertex_groups[0].name
mod.vertex_group_b = cube.vertex_groups[1].name
all_vg = cube.vertex_groups[:]
bpy.ops.object.modifier_apply(modifier=mod.name)
names = []
for vg in all_vg:
try:
names.append(vg.name)
except UnicodeDecodeError:
names.append('error')
print(names)
# The following lines are to make it easier to repeatedly run the script, they are not required
print()
bpy.context.object.vertex_groups.clear()``` | [
"PropertyGroup collection creation memory reference inconsistency\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.3.3\n\nWhen creating a bunch of `PropertyGroup` in a collection, some attributes like the name can be dereferenced from a list holding the created group in the first place. Which may lead to crashes when PointerProperty is added to the PropGroup.\n\n- Open Blender with console\n- Run script [PropgroupMemoryInconsistency](attachment)\n- Look at the console, gaps in the print may happen:\n \n \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)",
"No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n",
"EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"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",
"Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n\n\nAnd then you rename a new object the same as object that was already in the scene:\n\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)",
"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",
"Mix Node Modes\nThe new mix node has different options according to data type.\n\nThe idea of this task is to look at adding the mix modes to float and vector data types.\n\nThe color blending modes could be used but a number of these modes assume that the\ndata is in the range of 0-1.\n\n[D16024: Node: Add mix type to Mix Node](D16024) \nThis a patch adds non-color mix types to float and vector data types.\n\nAdditionally, it would be good to look at how different interpolation modes could also be added. ",
"Programmatically creating a link involving a blank group input/output socket causes a UAF\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: 3.0.0 Alpha\nAlso occurs in the 2.93.1 debug build\n\nGroup Input and Group Output nodes have blank sockets that can be used to automatically create a new group input or group output by plugging them into something. Trying to do this via `NodeTree.links.new()` causes a use-after-free in a debug build.\n\n1. Open the attached file\n2. Run the script\n3. AddressSanitizer causes a crash\n\n[group-socket-uaf.blend](group-socket-uaf.blend)\n\nAddressSanitizer output: [P2214](P2214.txt)\n\nEverything works as expected in a release build: a new group input or group output is correctly created.\n\nThis also happens if you try to directly create an output or input on the Group Input / Group Output sockets, but it happens in a different place: [P2215](P2215.txt) . I can spin that out into a separate task if needed.\n\nCreating inputs or outputs on the *node group* (which I'm pretty sure is what you're supposed to be doing) works fine.",
"Node group inputs and outputs have incorrect \"name\" property\nOperating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.42.0, 5.8.0-44-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.0-devel\n\nBroken: version: 2.93.7 3.01 3.1 3.2\n\nWhen adding new Input or Output Sockets in the Group Node Properties Tab, the selected Input or Output Socket name is duplicated.\nTwo issues:\n- - [x] the socket name is not unique (this can get problematic since entries in node.outputs are name based)\n- - [x] design question: should the new name default to either \"Input\" or \"Output\"?\nShould Default to Input or Output. ( Only Defaults to Input or Output if there are no Sockets except the Default ones )\n\nIn the Node Editor add Input or Output Sockets to a nodegroup in the sidebar, change the name and try adding more Inputs or Outputs, the System will assign the name of the selected sockets. \n\nSeems like there are muliple functions handling new sockets\n- `make_socket_interface` [in affect when adding a new socket through the UI] gives a unique identifier (but copies the name exactly -- no uniqueness)\n- `nodeAddSocket` or `make_socket` take care of making the name unique as well\n\n{[F12842289](image.png) size=full}\n\n{[F12842292](image.png) size=full}\n\nref #91826 (just to show that unique names are important).\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```",
"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",
"Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)",
"Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n"
] | [
"Vertex group (memory access?) change after applying modifier \nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0\nWorked: 2,93\n\nLooks like this came with 263fa406cd: Fix #90087: Assigning object data doesn't copy vertex groups / 99738fbfdc: Fix memory leak from 263fa406cd\n\nI have an object with an existing vertex group.\nI then run a script, that creates a new vertex group and stores it in a variable accordingly.\nThe script then creates a modifier - any kind I think - and applies it using the `object.modifier_apply()` op.\n\nIn 3.0 the vgroup variable now references the existing vertex group instead of the newly created one, that was assigned to it.\nThe memory address remains unchanged however - at least on linux.\nRemoving the vgroup referenced by the variable will then remove the existing one, instead of the new one.\nI think on windows, it may cause an exception but I need confirmation of that from a Windows user.\n\nIn 2.93, everything works as expected, the vgroup assigned to the variable never changes and is removed properly\n\nSee this [video demo ](WMGjQKEgNco).\n\n[vgroup_changs_after_applying_modifier3.blend](vgroup_changs_after_applying_modifier3.blend)\n\n\n* open the attached blend file in 2.93 and 3.0\n* go to the Scripting workspace and run the script\n* note how in 3.0 the print out of the vgroup variable changes after the modifier is applied\n\n"
] |
grease pencil lines ends not antialiased
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.82 (sub 7)
Worked: (optional)
The ends of grease pencil drawings are not antialiased on rendering
Draw some line with grease pencil > have a close look : the ends are not antialiased on rendered image

Thanks!
| [
"GP kills bloom\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.3 Release Candidate\nWorked: \n\nWhen you have mesh objects emitting in front of grease pencil objects, bloom doesn't work there.\n\n\n",
"Grease pencil scale issue\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n\nGrease pencil seems to deteriorate as the scale of a camera increases\n\nIn the attached file I created a door object with a central thinner panel. I then created an orthographic camera at ortho scale 1 in plan view and set the near clipping plan to about the middle of the door in the Z axis. I added a Grease pencil scene Lineart object an placed it in it's own collection to aid turning it on and off and set the style thickness to 1 in the modifier tab. The resulting lineart works fine. I then duplicated the camera and changed its orthographic scale to 2 which also works fine. I repeated this at orthographic scale 3 and again at 4 where the resulting lineart starts to break down. at orthographic scale 20 the issue is very apparent. If I am working on a large scale scene I obviously need to have my orthographic scale high. Please advise if there is a way of increasing the orthographic scale without losing the line art quality.\nThanks\n[Greasepencil_scale_bug01.blend](Greasepencil_scale_bug01.blend)\n\n\n\n\n",
"GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n",
"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.",
"Grease Pencil: smaller objects have an export SVG-PDF Issues\nOperating system: Linux-4.15.0-144-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0.0 Alpha\n\nI found an issue on the scale for smaller objects when they it is exported to SVG or PDF from new Grease pencil feature and LineArt. This was modeled in millimeters (0.001) and this is what happen when is exported. the bounding box is X84.6 Y35.3 Z78.2\n\n\nAnd this is the same object exported scaled up to 1000\n\n\n\n\n[tattoo-machine_Eevee.blend](tattoo-machine_Eevee.blend)\n",
"Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n\n\n\n\n",
"Cutter Tool Not Working When Lines are Drawn with the Draw Tool Using Guides\nOperating system: Windows 10\nGraphics card: Gigabyte GeForce RTX 3080\n\nBroken: 3.5.1\nWorked: Never tried it in older versions\n\nI use the Guides function to draw in perspective; however, the Cutter tool won't cut the lines correctly when the Guides function is used to draw the lines. Sometimes, it cuts them oddly. Most of the time, it doesn't cut them at all. When I use the Draw tool and manually draw in perspective (without using the Guides function), the Cutter tool works fine. \n\nStrokes drawn with \"guide\" options are not cleared in some cases with cutter tool\n\n- Use the Cutter tool on these to cut the lines from the intersections. I've named the layers appropriately.\n",
"Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.",
"Dynamic paint waves: Viewport render and main Render looks very different.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\n",
"Grease Pencil Shear Tool Todo\n## Grease Pencil Shear Tool Todo\n * - [x] {icon circle color=red} The tool should execute on release, so when you click and drag, it stops. Currently you need to click an extra time, which is inconsistent and annoying.\n * - [ ] {icon circle color=green} Add Tool Setting to switch between horizontal and vertical shearing\n * - [ ] {icon circle color=green} Shear should have a manipulator to shear in any direction, the orientation on which is controlled by the Orientation setting, just like the Transform manipulators. Dragging any of the handles shears in that direction.",
"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\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",
"Grease Pencil Bezier points can't be deleted immediately after moving\nOperating system: Linux Mint 64-bit\nGraphics card: NVDIDA GTX 1080 ti\n\n2.93.5 (also broken in 3.0 alpha)\n\nDelete (X) does not work on Grease Pencil edit curve points if the previous operation was to transform them.\n\n - Enable curve editing in Edit Mode on a Grease Pencil object (attached)\n - Select and transform any bezier point (G, R, S)\n # Use Delete (X) on the selected point\nIt won't delete!\n[GPbug.blend](GPbug.blend)",
"Research: refactor dotted/dashed lines to support line width.\n Almost all line types in the UI are using shaders that add geometry, so they can be any width even on some Macs that don’t otherwise support line_width greater than 1. Except for one: dotted/dashed lines. We still use these in quite a few places, sometimes even using them as solid lines. Anyway this one shader always makes 1-pixel wide lines on these problematic Macs, and those users quite often have high-dpi displays, making them almost invisible. And then we have some people who need large UI scale and/or wide lines for accessibility reasons, like one fellow who is almost blind. So just hoping that a refactor of that one shader could be on your “to do” list. ",
"PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.",
"Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n"
] | [
"Grease Pencil – Lines are Pixelated at the Edges\nOperating system: Linux-5.3.0-28-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 2)\n**Worked**: version: 2.82 (sub 6)\n\nIn the latest Master-Branch the strokes are pixelated at the edges. See the following graphics.\n\n**Worked**: \n\n**Broken** (look at the left and right side of the circle where you can see it better): \n\n1. Open Blender and click 2D Animation in the splash screen\n2. For example, draw a wavy line\n\n––––––––––––––––-\n\nHave a nice day =)"
] |
Blender crash when trying to add a new workspace tab
Operating system: Windows 10 1803
Graphics card: GTX 980 TI
Broken: blender-2.80-47ba487e05da
Worked: (optional)
create a new tab making blender crash if this tab was delete before
- Open Blender
- Delete a tab using right click mouse and choose delete ( UV editing, Video Editing, whatever)
# Try to add the same Tab, Blender will crash
| [
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n",
"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)",
"crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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",
"Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n",
"Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n",
"Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script",
"Blender 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",
"persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n",
"Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"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)",
"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",
"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)",
"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 "
] | [
"Adding new workspaces from old startup files fails\nOperating system: Windows 10 Pro 64 bit\nGraphics card: AMD RX 480 4Gb\n\nBroken: 2.80 Beta c59370bf643f\n\nWorked: (optional)\n\n**Blender will keep shutting down whenever I click the + icon to add another workspace. Normally it would work, but if it was in sculpting mode, that will happen.**\n\n**To reproduce the error, create a new file by clicking File -> New -> Sculpting. Then you can add any mode in the General tab then this will happen. Any saved files that opened this way will have the same fate** Like this one [One Eyed Creature 002 b.blend](One_Eyed_Creature_002_b.blend)\n",
"Adding a workspace from the General presets crashes Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 353.82\n\nBroken: version: 2.80 (sub 53)\n\n\nAdding a workspace from the General presets crashes Blender.\n\"Crash\" means that the window closes, and the following output appears in the terminal:\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00000001406B1636\nModule : C:\\Program Files\\Blender Foundation\\blender-2.80.0-git.700346d377dd-windows64\\blender.exe\n```\n\n\nAdding the same workspace preset from a different category (\"Video Editing -> Video Editing\" instead of \"General -> Video Editing\") does *not* result in a crash.\n\n1. Open Blender with the default startup file. The 9 default workspaces are already there.\n* Rightclick one of the workspaces (for example \"Video Editing\") and delete it. This is only necessary so you can add it again.\n* Click on the + icon to add a new workspace and choose General -> Video Editing.\n* Blender crashes\n\nAlternative to steps 1 and 2:\n1. Open Blender and choose a different preset, for example \"2D animation\". Then there is no Video Editing workspace from the beginning.\n\n\n"
] |
Blender 2.8 - Adding new collection from the Objects Menu, does not add the collection to the scene
System Information
Operating system: Ubuntu 17.10
Graphics card: GTX 1080
Blender Version
Broken: blender2.8 23284e4dde5
Worked: master 786870e26f8
Adding new collection from the Objects Menu, does not add the collection to the scene
1. Click on the default cube
2. go into the objects section of the Properties menu
3. in the collections sub menu, hit add to collection. This will create a new collection called 'Collection.001'
4. delete collection 'Collection'
5. Cube has now disappeared from the scene. | [
"Add Object name to Add Object adjustment panel\nWhen adding objects, it can be advantageous to set the object name immediately.\n\nWe can support this by adding the object name to the Add Object adjustment panel:\n\n\n\n\nSuggestion by HooglyBoogly on Devtalk.",
"Clearing a CollectionProperty of ID pointers will dereference duplicate IDs below zero\n## Simplified Report\n\n- Execute the first script below in a new scene with a Cube.\n- The first script will add the cube 10 times to the collection property.\n- Save the file and reopen.\n- Execute the second script.\n- The second script will clear the collection.\n- The cube will get dereferenced to a user count below zero. With this assert:\n - `ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0`\n- Saving the file again and reopening will remove the cube since it has no users. Even though it was linked to the scene.\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nfor i in range(0):\n```\n item = bpy.context.window.view_layer.test_list.add()\n item.object = bpy.data.objects[\"Cube\"]\n```\n```\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nbpy.context.view_layer.test_list.clear()\n```\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-46-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.3.0\nWorked: version 3.1.2\n\n`ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0` occurs when calling `.clear()` on a CollectionProperty attached to a ViewLayer. In the attached example, the CollectionProperty is a PropertyGroup containing a PointerProperty to bpy.types.Object.\n\n\n1. register properties and operators with provided script\n2. run `bpy.ops.view_layer.test_add_objects_operator()` to add selected objects to the view layer property\n3. save and close file\n4. open file and register properties and operators\n5. bpy.context.view_layer.test_attribute_list.clear() to get error\n\nstart with provided 'untitled.blend' to just run steps 4 and 5\n{F13493946}\n",
"Instanced Metaball Collection Issue\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nInstancing metaball collections on vertices + geometry nodes displays some unusual behavior. \n\nIf a sub metaball is moved to another collection, all metaballs stop rendering, but are still shown in the viewport. If the main metaball of the family is moved to another collection, behavior is as expected and it is removed from the instanced collection and renders correctly. \n\n\nBased on attached file: \n1. Take note that Mball.002 has already been placed in \"otherCollection\".\n1. Render: See All Mball's of Geometry nodes disappear. (bugged state).\n2. Move Mball.002 to \"metaballs\" collection.\n3. Render - all is well. (Fixed state).\n\n---\n1. Move \"Mball\" to \"otherCollection\".\n2. Render.\n3. All is well. (correct behavior for moving one item out of the collection).\n\nRenaming the metaballs is not helpful as I still wish for the metaballs to interact, I just wish to instance specific metaballs only within the family.\n\n",
"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",
"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\n\n\n",
"material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.",
"\"Paste Objects\" doesn't copy source objects' collection heirarchy\nStarting to switch over to Blender 2.8 / 2.9, copy pasting still isnt working as intended. Please see #58190 as a reference of the previous bug.\n\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.9 55a2682348\nWorked: master Oct 2018 786870e26f\n\nShort description of error\nCopy pasting between blend files, it does not honor the collection hierarchy, Previously with blender 2.7 we could disable 'Active Layer' and the objects would go to their correct respective layers from the original blend file. Now with Blender 2.8 the only option is to have the copy paste on to the active collection, ruining any sort of collection hierarchy that was previously setup.\n\nExact steps for others to reproduce the error\n\n - Open Blender 2.8\n - create a new collection called 'test'\n - move the cube into this the collection 'test'\n - copy collection 'test'\n - create new blend file\n - delete everything apart from the default collection 'Collection'\n - create new collection 'test'\n - make the active collection the default collection 'Collection'\n - Paste\n - in the 'Paste Selection from Buffer' dialogue box, disable active collection\n - notice how the cube just created a new collection altogether, rather than creating the correct collection name / merging into it.",
"Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)",
"Animation: create a full separate copy of BoneCollections while in armature edit mode\nThis is to avoid touching the main data structures in the Armature datablock while in edit mode, which interacts badly with undo.\n\nRelevant:\n- #111965\n\n",
"[Python API] PointerProperty to type Collection slows down animation after open Preferences with excluded collections\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 2.93, 3.6.1, 4.0.1\nWorked: seems to be never working properly\n\nPointerProperty to type Collection slows down animation after open Preferences with excluded collections\n\nPossible [related to this](87468)\n\n1. Download [Zen2.blend](view?usp=sharing)\n2. Press play to convince that FPS is high\n\n3. Open Preferences window and also convince that FPS is still the same\n\n4. Run script that will create property group with PointerProperty to collections\n5. Press play\n6. While running, open and close preferences\n\n**Result:**\n\nFPS is dropped down and 'using fallback' message is written in console\n\n\n\nP.S. It seems like after opening Preferences window excluded collection is starting to take part during animation as if they are not excluded\n\n\n\n",
"Custom properties without a name cannot be edited/deleted\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93.6 Release Candidate\n\nA custom property without a name cannot be edited or deleted (gives an error), however in the worked version as stated above, the unnamed property can still be manipulated without triggering an error.\n\n1. In the default scene, create a new custom property for the cube and remove its name completely.\n\n2. Press OK\n3. Blender gives an error, as shown below:\n\n4. Dismiss the pop up and click on either the gear/cross icons:\n\n\n[unnamed_prop.blend](unnamed_prop.blend)\n",
"Outliner: 2020 GSoC Follow-up Tasks\nRemaining tasks from #77408 (Continued Outliner Improvements Design)\n- [x] Prevent setting Scene Collection color from python\n- [x] Group the double undo steps for changing modes\n- [x] Collection colors in other themes\n- [x] Remove remaining usage of the old collection icon (`ICON_GROUP`)\n- [ ] Set scene camera from context menu\n- [ ] Collection Exclude column overlap\n- [x] Grease pencil draw mode icon draws green in outliner mode column\n- [x] Box select from the gutter in object mode",
"UI Lists Filtering can have non-visible items active (e.g. after deletion) which lets you act on non-visible items\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\n\nWhen using any UI list filtering, if you press the \"-\" several times, at some point you'll jump out of the list and start deleting things from the list without seeing them:\n\na short video to show more in detail\n[2020-05-15 08-44-35.mov](2020-05-15_08-44-35.mov)\n\nUse any list, that has more than a few elements,\nfilter it, \nstart deleting, \nthe active highlighting disappears at some point, \nkeep deleting\nfind out that you deleted things outside of the list that was filtered.\n\nOR\n[#76853.blend](T76853.blend)\n- Open File\n- Cube has 2 vertex groups [\"apples\" and \"oranges\"]\n- \"oranges\" is selected/active\n- \"oranges\" is not visible though because a filter for \"app\" is applied on the list\n- \"thus only \"apples\" is visible\n- hit the {key -} button\n- \"oranges\" will be deleted [without user knowing]\n",
"Collection linking + library override doesn't allow to transform object inside\nBroken: version: 3.6.0\n\n\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",
"Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related."
] | [
"Behavioural problem creating New Collection with Ctrl-G\nOperating system: Arch Linux - kernel-4.20.xx\nGraphics card: 2 x GTX1080\n\nBroken: 2.80 445433a6913f\n\nCreating new collection using Ctrl-G creates the collection in Blender data, but does not automatically put it under the active scene collection. You have to place it manually after creating it.\n1. Select objects in 3D viewport\n2. Click Ctrl-G to create new collection with selected item placed in it\n3. Doesn't show up in active Scene Collection\n4. Switch Outliner to 'Blender file' view\n5. Find the new collection under Collections\n"
] |
Behavioural problem creating New Collection with Ctrl-G
Operating system: Arch Linux - kernel-4.20.xx
Graphics card: 2 x GTX1080
Broken: 2.80 445433a6913f
Creating new collection using Ctrl-G creates the collection in Blender data, but does not automatically put it under the active scene collection. You have to place it manually after creating it.
1. Select objects in 3D viewport
2. Click Ctrl-G to create new collection with selected item placed in it
3. Doesn't show up in active Scene Collection
4. Switch Outliner to 'Blender file' view
5. Find the new collection under Collections
| [
"Parented camera not animated when switching view with markers and collection is disabled\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.5.0 Alpha\nBroken: version: 3.4.1\nBroken: version: 2.83.9\nWorked: probably never\n\nIn a scene with multiple cameras and markers used to switch between them, if the collection containing the cameras is disabled (hidden with the monitor icon) and the cameras have an animated parent, only the camera active at the start of playback will be animated. The animation works fine when the collection is shown.\n\n\n\n\n\n[bug_report_marker_cam_anim.blend](bug_report_marker_cam_anim.blend)\n- Open the attached blend file\n\n- Play the animation\n - The result is staggered because only one camera is animated\n- Show the Cams collection and play\n - The result is smooth because both cameras are animated—this is the expected behaviour.\n\nWhen the collection is hidden:\n\n\nWhen the collection is shown:\n",
"Operators to add to the Outliner\nCurrently the Outliner allows users to fully manage Collections. You can add them, remove them and manage them fully.\n\nHowever, for other data this is very limited currently. Many users would like to be able to use the Outliner to do many more basic management tasks. I think we should add many more basic things here that are related to adding, removing, copying, duplicating and so on.\n\n\n\n\nThese features we can add to the Outliner context menu system:\n\n**Objects:**\nCurrently you can perform these operations in the Outliner for objects.\n - - [x] Delete\n - - [x] Rename\n - - [x] Copy/Paste\n\nIn addition, it would be useful to add these commands too:\n\n - - [ ] Add New (with full list of primitive types)\n - - [ ] Duplicate\n - - [ ] Make Local\n - - [ ] Make Proxy\n - - [ ] Add Constraint\n - - [ ] Add Modifier\n\n\n**Constraints & Modifiers**\nCurrently you can:\n - - [x] Delete\n - - [x] Rename\n - - [x] Toggle visibility, but only in the context menu, strangely\n\nIn addition, we should add:\n - - [ ] Visibility toggles\n - - [ ] Re-ordering (by dragging)\n - - [ ] Transfer modifiers & constraints from one object to another (by dragging)",
"Animation: Replacing bone layers + groups with bone collections\nThis design describes the replacement of armature _bone layers_ & _bone groups_ with a new _bone collections_ system.\n\nImplementation is in #109976 and #112271.\n\n## Goals\n\n- Named collections, instead of numbered layers, should give a better indication as to what the collection contains / is for.\n- Increased flexibility in number of collections.\n- More similarity to the scene object collections, including features like 'not selectable' which can increase clarity of how to use a rig by animators.\n- Compatibility with library overrides, so that new shot-specific bone collections can be added.\n- Unification of numbered bone layers (for organisation) and named bone groups (for coloring).\n\n## Properties of the System\n\n- Armatures have one or more bone collections.\n - If there is only one collection it cannot be removed.\n- Every bone is in zero or more bone collections.\n- Bone collections **cannot be nested**. At least not for 4.0, can be added later.\n- Bone collections must have a **unique name** within the armature.\n- Library Overrides:\n - New bone collections can be added.\n - Existing ones cannot be reordered / removed.\n- Bone collections have the following properties:\n - Name\n - Selectable: 'set' wins over 'cleared'\n - Visible: 'set' wins over 'cleared'\n - `IDProperties` (aka Custom Properties) for use by add-ons.\n- Bones will get individual color properties.\n - The color system of bone groups will be used, which allows selection of 'default', 20 theme-defined colors, and a custom RGB value.\n - Bones have a color defined as part of the armature data. Here 'default' is the default grey color.\n - Pose Bones have a color defined as part of the object/pose data. Here 'default' means 'uncolored', and will thus show the edit bone color.\n\n## Operations\n\nThese operations can be performed on/with bone collections:\n\n- (De)select one or more collections themselves\n- (De)select all bones in active collection\n- (De)select all bones in collections containing the currently selected bones\n- Create a new collection\n- Delete a collection. Bones in the collection that are now 'orphaned' are assigned to the 'default' collection.\n- Move collection up/down in the list.\n- Move selected bone(s) to a collection.\n- Select Bones of Same Color.\n\n## User Interface\n\nFor Blender 4.0 the UI is kept intentionally simple. I'm thinking of reusing the Bone Groups interface, with the addition of a few per-collection icons (visible, selectable, color palette) as well as an indicator of which collection(s) contain the selected bone(s).\n\n## Conversion from Old to New\n\n- Layers converted to `Layer {NUM}` collections.\n- Bone groups converted to `{name}` collections.\n- Selection Sets converted to `SelSet {name}` collections.\n- Maybe even automatically merge these when they contain the same bones?\n\n## Uses of the Current System\n\n### Bone Layers\n\n- Visibility\n- Logical grouping\n\n### Bone Groups\n\n- Coloring of logical groups\n- Set by rigger\n\n### Edit Mode vs. Pose Mode\n\nThis describes Blender's **current** behavior:\n\n| Property / Action | Edit | Pose |\n|---------------------------------------|------|------|\n| Name Bone | ✅ | ✅ |\n| Set Bone Layers | ✅ | ✅ |\n| See Bone in Group Color | ❌ ¹⁾ | ✅ |\n| Create / Assign Bone Group | ❌ ¹⁾ | ✅ |\n| Select Bones in Group | ❌ ¹⁾ | ✅ |\n| Set Bone Group Color | ✅ | ✅ |\n| Set Armature Viewport Display options | ✅ | ✅ |\n| Set Bone Viewport Display options | ❌ ²⁾ | ✅ |\n\n¹⁾ The new system should allow these in Edit mode too.\n²⁾ Bones can only be hidden, which is separated between edit mode & pose mode.\n\n## Future Work\n\nThese are ideas for future improvements / extensions:\n\n- Nestable bone collections.\n- Integration with the Outliner.\n- Per-collection option whether bones are deforming or not (rather than setting that per bone)\n- Per-collection viewport display mode (octo, line, bbone, etc)\n- Possibly unification of Selection Sets as well.\n\n## Code Location\n\nThis work will kickstart a new module in `source/blender/animrig`. This will become the place for new animation/rigging related code. The intention is that also a subset of the already-existing animation-related code from both `blenkernel` and `editors` is going to move there, to help clean up the API and make it more consistent.\n\n-------------------------\n\n## Ongoing Work\n\n**Targets for 4.0-bcon1: tracked in #109976**\n\n**Targets that could be pushed back to 4.0-bcon2:**\n\n- [x] Add ID Properties support to bone collections, including a UI.\n- [x] Removal of bone group RNA access & UI\n- [x] Ensure that library overrides can add new bone collections & assign bones to them (#112271)\n- [x] Removal of bone groups from the UI, including the Ctrl+G menu\n- [x] Add bone collections to the outliner (replacing the current list of bone groups)\n- [x] Operators to move/add selected bones to a collection:\n - [x] move to collection (similar to 'm' for objects & collections, from viewport)\n - [x] add to collection (similar to 'shift+m' for objects & collections, from viewport)\n- [x] Select Similar operator (by collection, by color) / Shift+G menu\n- [ ] Fixing the Collada I/O, as that also handles bone layers.\n- [x] Make bone collections on linked-but-not-overridden armatures usable. The object itself may be overridden, so changing the active bone collection should work (even when it cannot be saved), and then 'Select Bones' and 'Deselect Bones' operators should work.\n\n**Potential push back to later:**\n\n- [ ] Add selectability toggles to bone collections (only for pose mode)\n- [ ] Add armature-global override to selectability, so that a rigger can still opt to select all the bones, then lock them down for animators.\n- [ ] Managing bone assignments to collections from the outliner.\n",
"Instanced Metaball Collection Issue\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nInstancing metaball collections on vertices + geometry nodes displays some unusual behavior. \n\nIf a sub metaball is moved to another collection, all metaballs stop rendering, but are still shown in the viewport. If the main metaball of the family is moved to another collection, behavior is as expected and it is removed from the instanced collection and renders correctly. \n\n\nBased on attached file: \n1. Take note that Mball.002 has already been placed in \"otherCollection\".\n1. Render: See All Mball's of Geometry nodes disappear. (bugged state).\n2. Move Mball.002 to \"metaballs\" collection.\n3. Render - all is well. (Fixed state).\n\n---\n1. Move \"Mball\" to \"otherCollection\".\n2. Render.\n3. All is well. (correct behavior for moving one item out of the collection).\n\nRenaming the metaballs is not helpful as I still wish for the metaballs to interact, I just wish to instance specific metaballs only within the family.\n\n",
"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",
"Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n",
"Asset Browser - Append (Reuse Data) without instancing collections doesn't add more objects\nOperating system: Windows 10 Home 64bit (10.0, Build 19044)\nGraphics card: Nvidia RTX 3080\n\n\nBroken: 3.2.0\n\nWhen dragging a collection item from the Asset Browser with \"Append (Reuse Data)\" and \"Instance Off\" it doesn't add the collection again, it moves one object and leaves the rest where they were.\n[Asset Browser Reuse data issue.mp4](Asset_Browser_Reuse_data_issue.mp4)\n\n1. Create a collection asset with at least two items inside\n2. Save that collection to your library (save file inside the correct folder)\n3. Open a new scene\n4. Drag your new collection asset into your scene with Append (Reuse Data) active\n5. In the tool window (not sure about its name) lower left turn off \"Instance\"\n6. Drag out another of the same collection asset\n7. It should now have moved one of the two items",
"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\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.*",
"creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n",
"\"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)",
"\"Paste Objects\" doesn't copy source objects' collection heirarchy\nStarting to switch over to Blender 2.8 / 2.9, copy pasting still isnt working as intended. Please see #58190 as a reference of the previous bug.\n\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.9 55a2682348\nWorked: master Oct 2018 786870e26f\n\nShort description of error\nCopy pasting between blend files, it does not honor the collection hierarchy, Previously with blender 2.7 we could disable 'Active Layer' and the objects would go to their correct respective layers from the original blend file. Now with Blender 2.8 the only option is to have the copy paste on to the active collection, ruining any sort of collection hierarchy that was previously setup.\n\nExact steps for others to reproduce the error\n\n - Open Blender 2.8\n - create a new collection called 'test'\n - move the cube into this the collection 'test'\n - copy collection 'test'\n - create new blend file\n - delete everything apart from the default collection 'Collection'\n - create new collection 'test'\n - make the active collection the default collection 'Collection'\n - Paste\n - in the 'Paste Selection from Buffer' dialogue box, disable active collection\n - notice how the cube just created a new collection altogether, rather than creating the correct collection name / merging into it.",
"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)",
"Outliner selection not working correctly after undoing object deletion\nOperating system: Linux-5.17.15-1-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD VERDE (LLVM 13.0.1, DRM 2.50, 5.17.15-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.1.2\n\nBroken: 2.91.2, 3.2.0, version: 3.3.0 Alpha\nWorked: prior to b077de086e\n\nAn object that is linked in another collection can usually be removed from just that collection by using unlink, while using delete removes it from both collections. But if you delete the object and undo, unlink does delete the object in both collections. \nRenaming the cube or creating a new object \"breaks\" the cubes apart so they can be selected/unlinked individually again.\n\nIn the default scene,\n- create a new collection\n- in the outliner, ctrl-drag the default cube object to that collection to link it\n- delete the cube\n- undo\n- in the outliner, it is now impossible to select the cube in the new collection separately and using unlink will delete both cubes",
"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)",
"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."
] | [
"Blender 2.8 - Adding new collection from the Objects Menu, does not add the collection to the scene\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.8 23284e4dde5\nWorked: master 786870e26f8\n Adding new collection from the Objects Menu, does not add the collection to the scene\n\n1. Click on the default cube\n2. go into the objects section of the Properties menu\n3. in the collections sub menu, hit add to collection. This will create a new collection called 'Collection.001'\n4. delete collection 'Collection'\n5. Cube has now disappeared from the scene."
] |
"Blend" texture preview offset
Windows 10 x64
GTX 950M
Broken:
Date: 02/13/2019
Hash: 46c871b4aee8
The "Blend" texture preview is offset when using color ramp. In 2.79 the same setup was centered.
2.79

2.80

1: Create a new brush texture and set to "Blend"
2: Create a third color stop
3: 1st set to black and at .3
4: 2nd set to white and at .5
5: 3rd set to black and at .7
| [
"bpy.ops.paint.image_paint with a texture requires initialization with manual paint stroke otherwise color not quite right\nWin 10 5820K GTX 970\n\n2.79b and latest daily build\n\nbpy.ops.paint.image_paint with slightly wrong colors when painting on object with texture on brush before a manual paint stroke applied\n\n1. Load attached file\n2. Run script\n3. With mouse over the cube - press space and type Simple Modal Operator to activate modal paint operator\n4. move mouse about to paint. \n5. left click to stop modal paint operator\n6. now paint on the cube normally by holding mouse button down\n7. you will see this is a slightly different color \n8. press space and type Simple Modal Operator to activate modal paint operator again\n9. move mouse around\n10. you should now see modal operator painting correctly\n\nThis seems to happen each time I change the texture on the brush to a new one (with obviously different colors on it)\n\nImage is attached showing this.\n\nPossibly something not being initialized properly?\n\nThanks you in advance for any work on this.\n\n[modal_paint.blend](modal_paint.blend)\n\n\n",
"Weight paint issue with brush Accumulate option\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen use weight paint with option Accumulate, turn on symmetry, artifacts appear on the axis of symmetry\n[test.blend](test.blend)\n\n\n[EnrLS0nY4n.mp4](EnrLS0nY4n.mp4)\n",
"Quad view viewport background color is not respected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\nQuad view viewport background color is not respected\n\n- inspired this task by post and instructions:\nXL1v/ Viewport - Black and White template/style (not only black)\n\nThere is limitation, where user trying change view by NUMs to get FRONT, REAR, SIDE individually per square - by this we doing 2 quads to reach TOP, DOWN view for objects.. but alwyas user is limited to switch other views by NUMs or gizmo. I think that this blockade is stupid.\nfFdbbc/ Quad view needs improvement\n \n\n[#89337.blend](T89337.blend)\n\n1) Open file\nBackground color in ortho view is gray, even though viewport background is not.\nWhen `use_box_clip` property is disabled, background color is correct.\n",
"UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n",
"Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n\n\nNotice the vertical and horizontal line noise\n\n\n[system-info.txt](system-info.txt)",
"Bump map texture painting in 3d viewport applies gamma correction to 32-bit float noncolor image data. \nOperating system: **NA** (Windows-10-10.0.18362-SP0 64 Bits, Darwin)\nGraphics card: **NA** (GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35, AMD Radeon HD 6970M 4.1 ATI-1.68.25)\n\nBroken: version: 2.90.1, 2.92.0 Alpha\n\nWhen texture painting a float non color image, the `3D viewport` uses a different `mix` algorithm than the one used on byte images in the 3D viewport, and floats and bytes in the `Image Editor`.\n\n\n\n| **Mix additive ?** | Byte | Float |\n| -- | -- | -- |\n| Image Editor | Yes | Yes |\n| 3d Viewport | Yes | No |\n\n\n\n\n\n\n\nProblem with texture painting bump maps. The image above shows two drawn curves. The left curve was drawn in the image editor, the right curve was drawn in the 3D viewport. Brush color is set to (r,g,b)=(0.6,0.6,0.6). The image texture used for the bump map was generated by the brush tool which creates a noncolor image set to 0.5. The problem occurs when specifying a 32-bit float for that image. \n\nYou can open the 2 following .blend files, and try painting a stroke in both the 3D viewport and the Image editor.\n\n\n\n[T82818_texturepaint_mix_byte.blend](T82818_texturepaint_mix_byte.blend)\n\n\n\n\n\n[T82818_texturepaint_mix_float.blend](T82818_texturepaint_mix_float.blend)\n\n---\n[system-info.txt](system-info.txt)",
"[WIP] Design: Painting Color Management\nThis design are based on the next principles:\n\n* When mixing colors, do it always in the linear scene reference space. For Blender that is linear REC709.\n* Include the color space when storing colors for color picker and don't convert it the color channels.\n\n**Issues**\n\nCurrent issues we try to solve:\n\n* #68242 (Color space seems wrong while painting in image editor.)\n* Color picker stores in sRGB or linear REC709. the storage is defined by the RNA (COLOR, COLOR_GAMMA). Since blender 2.80 the default color picker is set to HSV, what has some usability issues (HSV has multiple values that represents the same black in sRGB and linear REC709). User notice this when they set `Value` to 0, that the next time they open the color picker that the `HUE` and `Saturation` are also set to 0. \n\n**Scoping**\n\nThe solution is focused on Sculpt/Paint brushes, but will be reusable in other areas. The solution is designed on single colors. `ImBuf` should be used when working with buffers. Changes to `ImBuf` are not in scope.\n\n**Proposal**\n\nProposal is to implement a framework for color picking and mixing colors. To test the framework we include the first implementation in the Paint and Sculpt Brushes. The idea of this approach is to be more explicit when colors are being used.\n\n__DNA__\n\nIn `DNA_color_types.h` add a struct that can store a color and relevant information of the color.\n\n```\ntypedef struct Color_RUNTIME_Color {\n float color_straight_alpha[4];\n float color_premult_alpha[4];\n} Color_RUNTIME_Color;\n\ntypedef struct Color_RUNTIME {\n /* flag contains the validity of the other fields */\n int flag;\n Color_RUNTIME_Color linear_scene;\n Color_RUNTIME_Color display;\n\n ...\n\n} Color_RUNTIME;\n\ntypedef struct Color3 {\n float components[3];\n float alpha;\n ColorManagedColorspaceSettings color_space;\n Color_RUNTIME runtime;\n} Color3;\n```\n\n`Color3.alpha` is always stored as straight alpha.\nThe runtime caches common conversions of the color in different OpenColorIO roles and alpha association. The `Color3.runtime` field will be flagged to be invalid when the scene color management is changed or a different scene is loaded. The runtime is also updated when the color management roles in the scene are changed, a another scene is loaded.\n\nIn `DNA_brush_types.h` deprecate the `rgb` and `alpha` and add a new field `Color3 color;`.\n\n__BKE__\n\nAdd functions in `BKE_colortools.h` for getting the values for a color in a specific OCIO Role, invalidate all `runtime` fields in loaded data, invalidate one `runtime` field.\n\n__UI__\n\nUpdate the color picker template to support this data structure. This also means that we don't do the pixel read to find the selected color, but interpret the screen coordinate on the wheel to find our what color has been picked.\n\n__Painting/Brushes__\n\nWhen doing this change a lot of compile errors needs to be fixed. This gives us the opportunity to migrate them to the new implementation and make sure we tackle these cases. Textures still needs special attention.\n\n\n__OCIO__\n\nThe color configuration needs to be adjusted with color spaces for the color picker role.\n ",
"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",
"[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n\n\nExpected result, using normal map (created from previous bump map)\n\n\nMany thanks",
"Vertex Paint bug with Falloff Angle\nBroken: 2.79.x, Win32 & Mac\n\nSee video below.\n\nTo reproduce, set Falloff Angle to 45, and paint (one continuous stroke)\nwith the brush radius approximately equal to the object.\n\nAll by default (2D Falloff and Accumulate is OFF).\n\n[vertex-paint-falloff-angle-bug.blend](vertex-paint-falloff-angle-bug.blend)\n\n---\n\nSmall brush size is ok:\n\n\nIncreased size produces artifacts:\n\n\n---\n\n[vertex-paint-falloff-angle-bug.mp4](vertex-paint-falloff-angle-bug.mp4)",
"creating custom (combined ) texture brush is not visually updated in texture brush tab\nWin 10 \nIntel i5\namd radeon \n\nblender 2.8 \n8996e26116f0\n\nGo into the texture for the brush settings and enable ''úse nodes'' \nGive the new texture brush a name \nMix two textures together , the output result is not reflected in the text.brush tabe\nThis was not the case wiith blender 2.7 \n\n\n\n\nAlso , when rotating the brush (ctr-F) ,the alpha overlay of the brush texture is nor",
"\"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\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.",
"Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n\n\n\n\n\n\n",
"User defined default color for images\n**The Default Color**\n\n_**If you map a texture in such a way that the image doesn't cover the entire model, the default color should show up.**_\n\nInterestingly Blender does have a default color and as far as I know the only way to see it is to set an image texture extension mode to _Clip_. In that case, any UVs mapped outside of the image space get the color black (0.0, 0.0, 0.0). However this default color can not be currently defined by the user.\n\n\n\n**The Panic Color**\n\nThe panic color for images AKA the bright magenta (1.0, 0.0, 1.0) appears when an image file has not been loaded correctly. It's meant as a visible warning for **missing images**.\n\n\n\n**The Problem With UDIMs**\n\nExternal texturing tools are able to _skip_ UDIM tiles that do not contain any valuable information apart from the base color value.\n\nBlender doesn't correctly support variable size UDIM sets and expects all UDIM sets to be of equal size.\n\nThe panic color currently shows up when dealing with **variable size UDIM sets** (color, normal, roughness, etc).\n\nAs a way of an extremely simplified example I've created the following file featuring a material with 2 UDIM sets, one for the Color and one for the Normal.\n\n\n\nThe problem appears because the 2 UDIMs are not conformed by the same number of tiles (images).\n\nThe Color UDIM with 3 tiles:\n\n\n\nThe Normal UDIM with 2 tiles:\n\n\n\nThe Normal UDIM delivers the panic color (magenta) in the non existing 1003 UDIM tile.\n\nThis is incorrect behavior since no image is really missing (there can not be a missing image if the tile does not exist in the first place).\n\n\n\n**The proposal**\n\nAllow for the default color to be user definable.\n\nIn the case of single image textures with extend mode set to clip, this color is applied to any UVs that exist outside of the (0.0, 0.0) - (1.0, 1.0) space.\n\nDefault color set to (0.28, 0.25, 0.2):\n\n\n\nIn the case of UDIMs this color is applied to any UVs that exist outside any tile.\n\n\n\nDefault color set to (0.5, 0.5, 1.0) AKA the bluish normal base color:\n\n\n\nFor existing tiles that have failed to load their image (missing images). The pink panic color is **still expected**.\n\n\n\nPanic color to be expected since the tile **exists** but it's image was not found.\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\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"
] | [
"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\n\n\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\n\nRun the attached files, see how the particles behave.\n[Blend.zip](Blend.zip)\n"
] |
Viewport 'display as' option ineffective when set to solid
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GT 610/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.01
Broken: version: 2.90.0
Worked: 2.79
Hi.
When viewport mode is set to preview, objects with the solid option on viewport display still show their material.
Can't attach my .blend as it needs 180MB of textures :(
but attached is a pretty simple setup in wich cubeA should show its material and cubeB should be showed in solid:
[solid_bug.blend](solid_bug.blend)
| [
"Geometry Nodes: volume output shows as cube in eevee rendered view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nVolumes outputted via geometry nodes appear as a cube when rendering in eevee\n\n - Solid viewport: Looks ok\n - eevee material preview/rendered: Volume appears as a cube\n\t\nThis affects volumes from the Points To Volume node as well as when using a volume via a Object Info node. Cycles seems ok once the material has been assigned to the object instead of the data.\nI did try some debugging for this issue and it appears that the volume is setup correctly but the rendering code seems to be called twice once for the real volume and again for an empty mesh which obscures the real volume. \n\n\nOutput a volume with geometry nodes and switch to the eevee rendered view (Right side of picture below)\n\n\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\n\n",
"Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n\nobject hidden for camera (still some artefacts)\n\nobject excluded from render - no artefacts\n\n\n[OverlapBug.blend](OverlapBug.blend)",
"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",
"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\n[black_bg.blend](black_bg.blend)\n\n\n",
"Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n",
"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",
"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\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\n\n[untitled.blend](untitled.blend)\n",
"\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n",
"EEVEE: User preference settings (anisotropy, texture size limit) affect rendering\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[Viweport texture limit size affects eevee rendering.]\n\nWhen I change the \"texture limit size\" setting it also limits the size of the texture in the render.\nAs the setting is in the \"viewport\" tab I believe it should only affect the viewport, not the rendering.\n\n",
"3D Viewport clipping support\nThis task is to keep track of which features support view-port clipping (Alt-B). [See docs ](hide_mask.html#the-clipping-border)\n\nEdit Modes:\n\n- - [x] edit armature.\n- - [x] edit curve/surface. 3e6ebdd2a6\n- - [x] edit grease pencil.\n- - [x] edit lattice. 04d18b117c\n- - [x] edit metaballs. e8292466bc\n- - [x] edit particle.\n- - [x] edit mesh.\n\nPaint Modes:\n\n- - [x] texture paint 42cd07c28c\n- - [x] sculpt mode.\n- - [x] vertex paint.\n- - [x] vertex paint.\n\nObject Data:\n- - [x] armatures.\n - - [x] bone vertices. 6fd0d810b4\n - - [x] bone axis. 37af7ce779\n - - [x] octahedral bones. 7325035e60\n - - [x] stick bones. 813800f143\n - - [x] wire bones. 813800f143\n - - [x] box bones. 7325035e60\n - - [x] envelope bones. c55fb58e8a\n - - [x] relationship lines. 6aebb5a4d5\n\n- - [x] wireframes/points 04d18b117c\n- - [x] cameras 6d8394d38b\n- - [x] empties 77b66a9666\n- - [x] lights 851d58b34f\n- - [x] light probes 671827549a\n- - [x] speakers 9bc43223c1\n- - [ ] grease pencil\n\nShading:\n\n- - [x] workbench - objects.\n- - [ ] workbench - smoke. *(clipping was supported in pre 2.76b versions)*.\n- - [ ] lookdev *(think this would be nice to support)*.\n- *eevee/cycles support is not planned.*\n\n----\n\nOther todo's\n\n\n- - [x] draw clipped background color (to see the clipped region). 48eed058b1\n- - [x] draw clipped background color (non-wire X-Ray mode still needs to be supported).\n- - [x] Object selection. 11428e0b7f\n- - [x] Object center dots. 9bc43223c1\n- - [x] Bone selection.\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",
"Support previewing geometry in the viewport\n",
"Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n",
"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)"
] | [
"Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n\n\nBlender 2.79b\n\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n"
] |
Remesh modifier prevents UV modifiers from working
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40
Broken: version: 2.92.0
UV project modifier simply doesn't work after remesh modifier

1. In an empty .blend file, create any geometry primitive
2. Add remesh modifier on it
3. Add UV project modifier on it
Result: UV project modifier does not work
Expected: UV project modifier works
| [
"UV Stitch and Minimize Stretch do not support the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nWe can use the mouse wheel while executing \"UV Stitch\" and \"Minimize Stretch\" operators to adjust the Limit and Blend values. However, this feature is not available for trackpad users.\n\nA possible solution can be seen here:\nD8812\n\n",
"Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n \n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't",
" Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n",
"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",
"Advancing Displace and Solidify modifiers to handle overlaps\nI briefly discussed this with C. Barton. I often I solidify and displace surfaces in the processes I work on -- recently for 3d printing custom assistance devices including molds for casting rubber, customized computer peripherals, etc. Whether or not they use clear-cut geometric forms, or are of organic nature, they often succumb to the issue of intersections with displace/solidify. I've wanted to work out some details on processes which would enhance these modifiers, but need some help. I'd attempt to implement it so it would be inactive normally, and use thresholds when enabled, so as not to slow down the normal modifier functionality, and a require a minimum processing when the features are used.\n\nThe main issue I'm having is that the modifiers do not presently have access to information on adjacent vertices, and my first approach to an algorithm would examine, with some function fn(vertex_normal, displacement_amount), if there would be a crossing (e.g. if faces would intersect). Then the simplest method would angle the normals away from each other. However, this does all require the ability to examine adjacency, and I'm relatively inexperienced in blender internals, having only contributed minor bits to sculpting tools and physics code. Your guidance would be appreciated.\n\n",
"Baking API: remove non-working baking to external image, also cleanup misleading error messages\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 baking for example an AO map, on a mesh, with no materials. You'll get an error stating you can bake to an external file [which was never implemented fully]\nSo that means the API would need to be cleaned up [non-working external save_mode removed, warning-/error messages adjusted]\n\nLoad new file,\ngo to bake tab\nselect ambient occlusion\nHit bake.\nNotice error, It suggests to save to an external file. But there is no option to select an external file.\n\n",
"Multires disp bake doesn't smooth UV\nOperating system: Windows 10\nGraphics card: RTX 3060ti\n\nBroken: 2.92, 02948a2cab44\nWorked: Don't know\n\nWhen baking a multires sculpt it will bake the disp towards a subdivided mesh but not a smoothed UV.\n\nGuess the best way is just to download my attached .blend, make sure the image texture is selected, that the Level Viewport on the multires modifier is at 0 and use the bake under Render properties. The resulting texture should not have this clear square in the middle as in my example picture below, but it do because the UV ain't getting smoothed. I did make sure that I had UV smooth enabled when I first subdivided the mesh.\nAlso added an example from what happens when I do this on a real project. This is baked and then applied to a subdivded mesh, look at the wrinkles below the eye.\n[multires_bug.blend](multires_bug.blend)\n\n",
"Apply base results in oversized mesh using Catmull-Clark.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 13)\nWorked: Never\n\n\n\n[#75463.blend](T75463.blend)\n\n- Open file\n- Examine how subdivided object `original` looks like\n- Change number of subdivisions in Preview to 0\n- Click on Apply Base\n# Compare to form of subdivided mesh\n\nModified base mesh is slightly oversized.",
"Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box",
"Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n",
"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",
"Blender development todo list -- Tools (migrated from wiki)\nNOTE: this is a direct dump of Tools (without cherrypicking the valid items)\n\n\n# Scene\n\n**New scene - Full Copy**\nSeveral things are still not copied or reassigned when using this tool:\n- [ ] Particles - Not even the particle systems themselves, not to mention re-assigning 'objects' pointers to copied IDs too, see #40891.\n- [ ] Textures when they are only used by e.g. modifiers (i.e. not by a material, world or lamp).\n- [ ] Textures used by modifiers are not re-assigned to new copies when possible either (only objects are handled).\n\n# Library System\n- [x] Hard (or even impossible) to relocate libraries that have been moved (#44958). Addressed in id-remap branch, hopefully merged in 2.78.\n- [ ] 'Find Missing Files' does not work with .blend lib files (impossible with current master, easy to do once id-remap is merged, see #47774).\n\n# Transform\n- [ ] API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.\n- [ ] Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)\n- [ ] Operator parameters in toolbar don't have to be drawn all always, needs cleanup.\n- [x] Transform redo fails when you change mode during transform (use R S G keys).\n- [x] Mirror of rotated objects doesn't always work correct #37928\n- [ ] Numeric input for rotational transform resolves to modulo 360. Should it? #40167 - ''possible fix included''.\n- [ ] Transform along the axis does incorrect axis projection in certain circumstances #40893\n- [ ] Scaling from zero is not possible with 'S' shortcut (#44551).\n- [ ] Transform redo fails when mouse move is required (#50419).\n- [ ] Apply Scale: Option not to scale all object properties (curve radius, empty scale, text scale... etc). \"Scale Properties\" toggle.\n- [ ] Cursor input to calculate rotation can accumulate a small amount of error (impacts bend and rotate) #53590\n- [ ] Armature edit-mode transform proportional editing doesn't work (#53992).\n\n**Transform Snap**\n- [x] Snapping to vertex slide (Taking into account multiple selections)(#48927).\n- [x] Snapping to face local axis doesn't snap the vertex to the face surface (#38438).\n- [ ] Snapping to self doesn't work with proportional edit-mode (#44793).\n- [ ] Snapping doesn't work for Boolean modifier (#35023).\n- [x] Snapping in object mode rotates object around their origin, instead of rotating them around their snapped point (#42362).\n- [ ] Snapping doesn't behave as expected when having several parented objects (#41199).\n- [ ] Snapping between multiple objects can give some working-as-intended, but in practice quite undesirable behavior (using bounding box) (#47171).\n- [ ] Snapping falls back to using a grid, however this isn't clearly communicated<br>(advanced snapping on faces, vertices, etc. only works on move/rot/scale, see #42798).\n- [ ] Snap to cursor and snap to grid could be made to work more consistently: See (#34441)\n- [ ] snap_project individual element on surface of other objects - watch?v=XrEPpHGoKlk&feature=youtu.be&t=1m10s;\n- [ ] Snap does not work for NURB surfaces (#78434);\n\n# DupliObject\n- [ ] There is no good way to control the rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See #37365.\n- [ ] Duplifaces don't work well with the mirror modifier, see #37820.\n\n# Curves\n- [ ] Capping front / back -ends of beveled curve doesn't work, see #26136\n- [ ] Constructive modifier kills generated UV mapping on bevelled curves, see #27411\n- [ ] Surfaces Make Segment rotates U/V even when it's not actually needed, see #31480\n- [ ] Couldn't cycle through vertices with the same location using mouse selection, see #36760\n- [ ] Curve tessellation might work not as it's expected to, see #37386, #40171\n- [ ] Curve deform doesn't work if curve is zero-scaled #38907\n- [ ] Nurbs clamp order by total number of points, this should be clamped at runtime #40378\n- [ ] Handling of non-smooth control points with (Bézier/poly) curves in general, and their rotation in particular, could be improved when generating BevelList & Path, see #44393.\n- [ ] In some cases Bevel should prefer \"clip\" behavior over trying to keep constant shape across the path #50720.\n\n# Text objects\n\n- [ ] Font formatting interface should be improved (#49599)\n- [ ] Default Bfont doesn't support russian characters (or any other non-european charset) in text object, while UI does show Russian characters (#53744)\n\n# Metas\n\n- [ ] Some shapes (Cube) for eg. draw far outside the tessellation bounds making them hard to select. see #47455\n\n# Meshes\n\n**Mesh Editing**\n- [ ] Knife & loopcut\n - [ ] Knife/loop cut need to work properly with operator properties/redo\n - [ ] Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut\n - [ ] Knife cuts side-on, intersecting the entire face, could be detected and ignored #43816\n- [ ] Mirror edit mesh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)\n- [ ] Add option to disable n-gons usage for tools (might be useful for some usages) (see #31268)\n- [ ] 'Checker deselect' could be modified to work in some cases where it currently fails, (see #34544)\n- [ ] Merge meshes: add option to join UVs (and other CD layers!) by names rather than index (see #36749).\n- [ ] toolbar mesh Extrude operator inconsistency (see #36977).\n- [ ] Shape keys: Enhance memory usage (not storing vcos for unchanged vertices? See blender/blender-addons#39287).\n\n- [ ] Bevel\n - [ ] Better handling of profile=1, profile=0.25, and implement profile=0 cases (see #39132 and #38458 and #40278).\n - [ ] Generalize to handle several manifold sheets touching at a point (see #34678).\n - [ ] Improve clamping code (see #38871).\n - [ ] More options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n - [ ] Treat more cases like \"pipe\" to avoid bulges (see #40258)\n - [ ] Option to have bevel not create n-gons (see bf-funboard thread)\n - [ ] Sometimes leaves degenerated geometry (#48174)\n\n- [ ] DataTransfer/Geometry Matching\n - [ ] Add 'matching' algorithms based on 'similar shape' rather than simple items proximity/raycasting (see #46762 for a usecase) - WARNING: most likely advanced, mathy project!\n - [ ] A review of islands handling could also be useful, current code is rather complex and not so efficient.\n\n- [ ] Discussion\n - [ ] Extrude behaviour on cancel, see (#23492).\n\n**Text Editing (3D)**\n- [ ] When converting beveled text into a mesh - there are many doubles.\n- [ ] Text object requires better integration with the system clipboard, #38556, #46330\n- [ ] Support font kerning (#47725).\n\n**UV Unwrapping**\n- [ ] Settings for pack margin in different operators behaves inconsistently, see detailed description: 039547.html\n- [ ] Remove doubles has an option to Merge with unselected verts, This would be very handy for welding also.\n- [ ] Detect convex mesh without seams on unwrap and print warning.\n- [ ] Unwrapping fails on a particular strange topology (#31145)\n- [ ] Unwrapping for concave polygons is badly supported #41810\n- [ ] Face/edge selection in UV Editor does not work same as in 3DView (#52276).\n\n; Not ported from 2.4x\n- [ ] Click Project from face\n- [ ] Consolidate into one image\n- [ ] Billboard render on active\n- [ ] Unwrapping could run out of stack size for tricky geometry #42524\n\n**Vertex Paint**\n\n- [ ] Undo in vertex (and weight paint) behave differently to sculpt/project-paint modes regarding undo steps #52993\n\n### Sculpt & Paint\n\n**Sculpting**\n- [ ] Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation), see #26017\n- [ ] Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted), see #25370\n- [ ] Not all drawing modes supports PBVH drawing, see #32454, #38608, #38609\n- [ ] Not all shading modes are supported for dyntopo, see #34010\n- [ ] Hidden faces are treated as hidden by sculpt tools but when PBVH drawing isn't used, the hidden faces display (and cant be edited), see #33078\n- [ ] Multires modifiers: makes mesh invisible after leaving sculpting mode, see #36591\n- [ ] Multires sculpt: artifacts grabbing between different levels #40465\n- [ ] Dyntopo does not support restoration when aborting a stroke, see #46456.\n\n**Painting (3D)**\n- [ ] Solve projection paint issue when one vertex in a face in behind the view in perspective mode<br>index.php?func=detail&aid=26393&group_id=9&atid=498\n- [ ] Continue to unify paint modes\n - [ ] Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).\n - [ ] Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.\n- [ ] Make paint of displacement texture apply real time on model (optional). (#24657)\n- [ ] Allow view center to work for selected/active face in WPaint mode.\n- [ ] Viewport navigation for painting modes can be improved #48113\n- [ ] Users can perform strokes which apply to a huge number of pixels (by accident) - this could be handled gracefully #52351\n\n**Painting (2D)**\n- [ ] Clone image painting should support the same translation/rotation/scale tools as stencil texture mapping.\n- [ ] Stepped lines in image editor painting, blending should use float coordinates and interpolate (#52610)\n\n\n**Grease Pencil**\n- [ ] Default attach point of GP data is confusing ((#21969))\n- [ ] GP ignores color management ((#50149))\n\n### Materials\n- [ ] Improve handling of linking of materials to Object/Data. Right assigning a material-less data to object the materials from object are gone too (blender/blender-addons#23805, #52484).\n- [ ] Fix EnvMap update, it can depends on many different things in the scene (#41900).\n\n### Modifiers\n- [ ] Make (at least some) generative modifiers to handle custom normals (like e.g. mirror one, see #44058).\n\n**Array Modifier**\n- [ ] Has been re-written to use bmesh, making 2.63 slower then 2.62, There are areas where speed could be improved, for full info see #30695\n- [ ] Textures from cap objects are completely ignored and no way to override them, see #33578\n\n**Boolean Modifier**\n- [ ] Boolean modifier does not preserve vertices/edges data, see #32203, #33548\n- [ ] Issues with degenerated faces, see #30447\n\n**Decimate Modifier**\n- [ ] Limit decimation along seams (UV vertex color, etc), see #32203\n\n**Explode Modifier**\n\n- [ ] Does not preserve UV maps when using Cut Edges option (#46514)\n\n**Multires Modifier**\n- [ ] Only solid draw mode uses optimized drawing\n- [ ] \"Applying Base\" gives spikes on lover levels sometimes, see #35560, #37997\n\n**Bevel Modifier**\n- [ ] Does not preserve edge custom data, see #35314.\n\n**Simple Deform Modifier**\n- [ ] The bend/taper/twist options use fixed axis, add XYZ options would be nice. #33712\n\n**Skin Modifier**\n- [ ] Skin modifier very slow in some cases, see #40770\n\n**Solidify Modifier**\n- [ ] Curves tesselation creates zero area faces which solidify doesn't handle well #52170\n\n**Remesh Modifier**\n- [ ] Mesh data at extreme distance from origin (2**24), crashes #47209<br>''Note, this is a real corner case - yet its a bug because it shouldn't crash.''\n\n### Physics\n- [ ] Allow using multiple baked caches on a single object (having different frame ranges), see #41896.\n- [ ] Bullet: High memory usage for objects that don't have scale applied (#35799)\n\n**Baking**\n\n- [ ] Generic issue: baking ignores making pointcaches when modifier preview has been disabled. Doesn't need fix - but let's keep track of this for future work.\n- [ ] Point caches do not work well with time remapping (example #35968)\n\n**Cloth**\n- [ ] Proper handling of rendered subframes without baked pointcache, for more info see (#21948)\n- [ ] Proper handling of different vertices placed at the same position with \"Soft Body Self Collision\" option turned on (see (#26956)).\n- [ ] Cloths doesn't allow preview during bake (see (#30490)).\n- [ ] Dupli-group cloth in NLA fails (#29838)\n- [ ] 'Emit from: verts' not working as expected when deforming #36237\n- [ ] Collision of hairs doesn't works properly #39219\n- [ ] Memory optimizations are possible for cloth #42577\n- [ ] Cloth pre-roll feature is totally weird and needs reconsideration #40103\n\n**Collisions**\n- [ ] Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see (#26965).\n- [ ] Force fields and collision objects are not included in DupliObjects. This is mostly a design decision (duplis being a purely visual feature), but would be nice to support at least in groups. #35264 #36300\n\n**Hair**\n- [ ] Better handling of collisions & force fields for dynamic hair\n- [ ] Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.\n- [ ] Adding hair in particle mode only uses the deformed mesh, see (#25689).\n\n**Particles**\n- [ ] Particle emission between frames is only accurate for object level emitter/parent animation, for parenting or constraints an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See (#36516) for more details.\n*; Parent animation is now supported {{GitCommit|c24a23f. Similar issue still persists for non-animated parents (e.g. rigid bodies) though #39923\n- [ ] Reactor particles\n- [ ] Conversion from some old files could be better\n- [ ] Vector blur + particles being born/dying doesn't work properly, see (#23320).\n- [ ] Metaballs don't work with particles when the particle view setting isn't \"render\", see (#25794) for more info.\n- [ ] \"Constructive modifiers before particles\" is still an open issue, but some way to handle this gracefully would be really nice, see (#25838) for more info.\n- [ ] Density of particles can't be animated with animated textures, see (#28212).\n- [ ] Instanced objects do not show in particle edit mode, see (#28431).\n- [ ] Issue with ghosting particles if you don't bake first. (#28116)\n- [ ] Linked groups: Force fields and guides only work if you use \"Effector Group\" feature, set to its own group.\n- [ ] Particle Hair dynamics: stops working after using \"Add tool\". (#30557)\n- [ ] Instanced objects don't draw in Particle Edit Mode. (#31913)\n- [ ] Child particles Interpolated mode only works well for Hair, for other particles it doesn't take particle lifetime into account. (#33390)\n- [ ] Particle emission doesn't support NGons.\n- [ ] Particle Object duplication doesn't work with Mirror modifier (#34705)\n- [ ] Particle systems fail to duplicate for smoke simulation (#34705)\n- [ ] Random distribution of particles fails in specific setups (#35598)\n- [ ] Default point cache step of 10 frames fails in some cases, see #38563\n- [ ] Particles tangent rotation control by vertex group missing, see #35103\n- [ ] Texture doesn't affect grid particles #40404\n- [ ] The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off #28263\n- [ ] Multiple issues with particles rotation #32340, #44088\n- [ ] Particles hidden in viewport reappear during rendering #40463\n- [ ] Particle initial speed is not properly inherited from the parent #41305\n- [ ] Point density textures can not be used to control particles #44901\n- [ ] Particle duplication in general is rather poorly implemented (no relink of used datablocks, no duplication of psettings ID when duplicating objects, …) #45843.\n- [ ] Grid distribution only supports From Dupli Generated, but not UV. Potentially could use nearest face. #48928\n- [ ] Particles aren't spawned correctly, they are sometimes generated at the same location as other particles, or at the object's origin. See #50135 for one scenario.\n- [ ] Particle editmode could have its 'own' [X-mirror] option (and not reuse editmode option). See #53872\n\n**Rigid Body**\n- [ ] Velocities are not cached, which prevents a proper state update when cache has time gaps #50230.\n\n### Image & Video\n\n**Compositing**\n- [ ] DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! (#24534)\n- [ ] DOF node gives no realistic results as users expect, documentation needs upgrade for it.\n- [ ] Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) (#29481)\n- [ ] Defocus node does not work nicely without a camera controlling the blur radius. This makes external compositing workflows with defocus difficult. At the heart of this is a design conflict, because defocus is not a true postprocessing effect #36745\n- [ ] Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru (#25543)\n- [ ] Check on DPX and ASC_CDL and (#27377)\n- [ ] Map UV makes mapped images blurry, see #31868\n- [ ] Some nodes does not preserve alpha channel replacing it with fully opaque, see #32580\n- [ ] With new compositor, on loading files a compositor doesn't start (for existing buffers), so viewers remain empty as well. #35417\n- [ ] Ghost Glare is of limited use, needs clarification and probably a more sophisticated generic lens flare alternative #30389 #36488\n- [ ] Some node inputs require a single constant value and don't work with image-based per-pixel values (#36585). This leads to confusion when nodes apparently don't work, because nothing prevents linking such variable values into constant inputs. Compositor nodes should keep track of constant values and limited inputs on the node level (also in node groups!).\n- [ ] Compositor gives unexpected results with specific curve mapping due to precision loss, see #36621\n- [ ] \"Full Sample\" merging does not work with the File Output node, sample merging happens only for render result outside compositor. Real-time editing might also be improved to deal with samples better (#36811, #39143)\n- [ ] Accumulation method in the Lens Distortion node causes artifacts on noisy input #37462\n- [ ] Compositor does not support render slots #43260\n- [ ] Scaling down produces artifacts due to lack of ellipse filtering of sampler #51070\n\n**Image formats**\n- [ ] Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? (#24716)\n- [ ] No support yet to output images in user chosen color space. (#37650)",
"Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)",
"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",
"Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\nWorked: in Blender 2.92\n\nStrange artifacts using 3D sectioning using Boolean modifier - Intersect (see sectioning animation issues below)\n\nExpected behavior:\n3D slice working correctly in Blender 2.92 (to view internal section of object)\n```\n-Create Mesh Plane (larger than object)\n-Select Plane - Add Boolean Modifier \n\tOptions - Intersect\n\tObject - STL or Object\n\tSolver - Exact\n\n```\n\n\nActual behavior:\n3D slice issues using Blender 2.93 beta (to view internal section of object)\n1) Not showing object as a 3D section like in 2.92 (see animation above)\n2) Artifacts Showing up when moving cutting plane back and forth (see animation below) \n\n\n\n\nIn the blend file, move the `Plane_xy` along the z axis, or move the `Plane_xz` along the y axis.\n[section.blend](section.blend)\n\n"
] | [
"UV project modifier not working after modifiers that dont provide a UVMap (e.g skin, remesh)\nWin10, Nvidia 1070;\nBug present on Blender 2.79b & on 2.8 Beta (2018/11/29); tested in Cycles, Eevee.\n\nUV Project modifier does not work when a skin modifier is present earlier (higher) in the modifier stack; UV is not successfully transferred from a data transfer modifier when a skin modifier is present earlier in the modifier stack. I suspect these are related issues.\n\nFile demonstrating failure of UV Project modifier in 2.79b from factory defaults:\n\n[skinUVdemo.blend](skinUVdemo.blend)\n\nReproduction:\n\n1) Create a mesh. Your cube works fine.\n2) Give your mesh a UV map. Unwrap or not, it doesn't matter.\n3) Give your mesh a skin modifier.\n4) Give your mesh a material so you can visualize UV. I like to just plug UV into diffuse color.\n\nA:\ni) Give your mesh a UV Project modifier. Target the camera as your projector. Choose your UV map for the modifier.\n\nB:\ni) Make a copy of your mesh. Unwrap it.\nii) Give your original mesh a Data Transfer modifier targeting your copy. Enable Face-Corner data (any method), UV.\n\n5) Change to a rendered view. Toggle your skin modifier on and off so you can see that the modifiers are working correctly when the skin modifier is muted, but not when it's active.\n"
] |
Graph Editor too thin red line.
Operating system: Darwin-20.4.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.4.15
Broken: version: 2.93.0 Alpha
Graph Editor
MacOS 11.5 Beta
I got download today February 21, 2021
Graph Editor and I can't read too thin with red line to see picture.
Would you like to fix make thick on code through Preferences
I am not good english to explain to you.
I have low vision. | [
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"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",
"Image Editor displays stretched pixels on large images since 2.91\nOperating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.181.07\n\n**Blender Versions**\nBroken: 3.0.0 Alpha\nWorked: 2.90.1\n\nThis is either a regression or a compromise for performance.\nAs you know, large images display much faster since 2.91 as stated in the [2.91 release notes ](More_Features), (I didn't find associated commit).\nHowever, since that version, when opening a large image in the Image Editor, the displayed resolution can get lower. This doesn't affect the render, only the display in the editor.\nWhether this is related to the performance improvement or not is only my guess.\n\nBelow is a comparison of a zoomed area between versions 2.90 and 2.91:\n2.90 : \n2.91 : \n\nAs you can see the second image has its pixels stretched horizontally (2 to 3 pixels become one long pixel)\n\n[#89244.blend](T89244.blend)\n\nOpen file, and issue is immediately visible. \n\nOriginal pattern looks like this\n\n\n",
"Resizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nResizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\n\n\n - Make the scene have enough objects in it so you need to scroll down to see the end in the outliner.\n - Resize the Outliner/Properties windows while you are not seeing the top of the list of objects in the outliner.\n\nTest File:\n[#89056.blend](T89056.blend)\n",
"Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n",
"Add visual warning for links between incompatible node sockets\n# Add visual warning for links between incompatible node sockets\n\n## Motivation\nCurrently, if a node link is between two sockets that are not compatible with each other, the link has no effect without making the user aware of it.\n\n## Proposal\nDraw node links between incompatible sockets red. Additionally, a warning could appear after connecting the node.\n\n\n\n----\nBasic implementation for the red colored node links: [P244](P244.txt)",
"Make the “redo” panel use the horizontal strip-design\nThe current redo panel takes up a lot of space when opened. In the original design document, the vision for this was that it would most of the time be represented as a thin strip centered along the bottom, to stay out of the way as much as possible. \n\nWe should implement this design if there's enough horizontal space to display all the properties this way. \n\n",
"Text editor slider now blocked\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 1)\nWorked: 2.80\n\nNow that the sidebar got moved to the right side, there's times when the slider gets blocked by the arrow and you can't select and move down. \n\n\n\n",
"Graph Editor: Stacked mode for F-curves\nDesign proposal for “Stacked mode” for F-curves in Graph Editor:\n“Stacked mode” is the mode for Graph Editor where F-curves are placed one below the other\n\nSome advantages are described on Rightclickselect - 4jbbbc/ \n\nI am not UI designer so examples may look ugly but I hope the idea is clear enough. \n\n\nPROS:\n1. This mode allow you to show and manage your F-curves more effectively in some cases\nFrom this  to this \n2. It allows you to see the “flow of energy” in your F-curves in a more comfortable way\nHere is a vertical movement on Z axis \"flows\" into a squash\n\nAs you can see there are some mess with F-curves in default mode \n\n\n3. It allows you to control you F-curves more precisely e.g. If you move handles of different curves at once when these F-curves are at the same place\n\n\nHOW IT SHOULD WORKS:\n- This mode is not default\n\n- I suppose menu -View- in Graph Editor is the best place for it, where you could toggle it on\\off\n\n- Also toggle button next to the normalize button is a good idea\n\n- Stacked mode replace the non-stacked view when it toggled on.\n\nWorkflow and behavior are almost the same as in the non-stacked view. I see only two difference. \n1. F-curves in stacked mode must be normalized only.\n2. when you zoom in\\out e.g. by mousewheel it must work on vertical axis only in the channel at where your cursor is. And when you press e.g. ctrl+mousewheel all channels should zoom in\\out on horizontal axis at once.\n\n- When you press Home button all your F-curves at once should be fitted in the graph editor area\n- If there are too many channels in stacked mode you supposed to scroll them up\\down by e.g alt+mousewheel or by dragging scroll bar.\n\nShould be select channels, go stacked mode, those channels appear, unselect one of them it disappears from the stack, the stack rearranges itself to fit the graph editor space, you select an other channel (add) and it will again refresh to accommodate the channels into the stacked view. You deselect a channel in the stacked mode and it should disappear from the stack.\n\n \n- If none of the channels are selected and you toggle stacked mode on it should show nothing (same as none of objects or bones are selected in the non-stacked view). First of all you have to select channels that you need in non-stacked view mode (both for bones and objects) then toggle stacked mode on.\n\n\n- You should be able to rearrange channels in the stack manually (e.g. by mouse drag) \n- You should be able to change vertical size of a channel string (field? place?) by dragging border of the channel up or down (to give more room for the channel you want). For example Maya does not allow you to change it (this features and the previous one), but Pixar’s Presto does.\n\n\n\n\n",
"No slash in «Bright Contrast» menu item\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 770\n\nBroken: 2.90 last beta\nWorked: 2.79\n\nI noticed that there is no slash in Bright/Contrast menu item in the Color category in the node editor. It is written there as \"Bright Contrast\" (without slash).\n\nOpen the node editor, select the add item, select the Color category and look at the \"Bright Contrast\" menu item.\n",
"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\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",
"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|  |  |\n(Ignore the change in lightness there, it's just a different UI scale)",
"Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n"
] | [
"Papercut = Mac Graph Editor Curves are not rendered thickly enough \nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.92.0\n\nSee attached screen shots that the curves, especially those selected, are not rendered as thickly on a Mac. On PC, the selected curves have a satisfying chunkiness that is not present on the Mac - this makes the Mac graph editor slightly more stressful to use than the PC one!\n\n1. Have some animation\n2. Select an animation curve in the Graph Editor.\n3. PC, nice and chunky and better visibility\n4. Mac, just a bit too skinny and less visible\n\nThanks\nWayne\n\n\n\n\n"
] |
Papercut = Mac Graph Editor Curves are not rendered thickly enough
Operating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15
Broken: version: 2.92.0
See attached screen shots that the curves, especially those selected, are not rendered as thickly on a Mac. On PC, the selected curves have a satisfying chunkiness that is not present on the Mac - this makes the Mac graph editor slightly more stressful to use than the PC one!
1. Have some animation
2. Select an animation curve in the Graph Editor.
3. PC, nice and chunky and better visibility
4. Mac, just a bit too skinny and less visible
Thanks
Wayne


| [
"Better Baking in the Graph Editor\n## Summary\nThe existing \"Bake Curve\" operator has been confusing people for a long time because it leaves your curves in an un-editable state.\nAdditionally the feature set is very limited only allowing to add a key every frame etc.\nIn order to alleviate the confusion, rename the existing operator and update the manual to indicate its purpose. Then add a better operator that has more options for baking keys.\n\n## Manual\n- [x] Update manual to indicate that the \"Bake Curve\" operator is meant to safe disk space\n\n## Refactor\n- [x] [#111049: Animation: Rename \"Bake Curve\" to \"Keys to Samples\"](111049)\n- [x] [#112148: Animation: Rename Graph_OT_sample](112148)\n- [x] [#112151: Animation: Rename ACTION_OT_sample](112151)\n\n## Features\n- [ ] [#111263: WIP: Animation: Bake Channel operator](111263)\n * Add sample step property. e.g. to add a key every n-th frame\n * Bake F-Curve modifiers to keys\n * Remove or keep existing frames\n\n",
"Animation only shown in lower left quarter of view animation window (MacOS)\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits; macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.10.12; Metal API Apple M1 Max 1.2\n\nBroken: version: 2.80 up to most recent alphas: version: 3.5.0 Alpha\nWorked: unknown\n\nOn MacOS on a Mac with a HiDPI (Retina) display, when you click view animation, animations only take up the lower left quarter of the window (see screenshot). Even when resizing the window it stays this way. \n\nWith any file: click Render -> View animation\n\n***\n\n### D9837",
"Misuse of 'U.pixelsize' in code\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: -\n\n\nThe `U.pixelsize` is the user preference for line width in the UI. Go to \"Preference\" > \"Interfece\" > \"Line Width\".\nChanging the \"Line Width\" has an undesirable effect in some cases.\n\n- [ ] Zooming value with MMB-drag in Clip and Image editors\n- [ ] Dynamic-topology Detail Size\n- [ ] Width of tooltips block\n\nThere's an old list of places that need to be re-checked:\nD9604\n\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.",
"Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n",
"GPencil: Massive slowdown when stroke number scales\nOperating system: Win10\nGraphics card: NV GTX960 / NV RTX 2080\n\nBroken: e03d78417a77\nWorked: never \n\n\nOur artist want to make \"gris\" quality characters with a lot of inner shades, and created a huge character with lot of strokes and did not break it down in sub objects.\nAlas when using \"Edit mode\" to animate the keys blender gets extremely choppy.\nIf we remove strokes situation gets better which leads us to believe that stroke/key storage is too linear or computed during motion\n\ndownload : view\ngo to \"strokes\" \ngo to edit mode\nselect hairs\nmove hairs around\nobserve any movement or undo is very choppy and slow \n\nnote :\nAs a dodge, we will try to split the character strokes in sub objects but we thought it would be important for this use case to be fixed because going back and forth in sub objects can be a time consuming and be counter intuitive for less technical artists.\nThank you so much for reading and creating GPencil.",
"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|  |  |\n(Ignore the change in lightness there, it's just a different UI scale)",
"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",
"Design: Animation Editors UI Redesign\n**Problem**\nSeveral proposals have been made to improve the usability of the Animation Editors' (Graph Editor, Nonlinear Animation, & Dope Sheet) Headers and Menus:\n\n - [Redesign Graph editor Header and Menus to 2.80 Blender UI standards ](T89069)\n - [Design: More frame snapping options ](T91973)\n\nThe main issues outlined by these proposals are:\n - “View” Menu cluttered with Overlay checkboxes rather than Overlay popover as in 3D View\n - 2D Cursor, Frame Snapping, & Proportional Editing button right-aligned location does not match other Editors. Frame Snapping full-text Enum is too wide and inconsistent with other icon-only Popovers\n - Frame Snapping menu only allows for one snapping option as opposed to multiple-option snapping in 3D View\n - Graph Editor “View” Panel has one utility/poor usage\n - There is a need for a separate a Timeline Editor with Graph Editor, NLA, & Dope Sheet (e.g. changing Playback options, Keying Set) however the Timeline has many redundant options to Dope Sheet and is only needed for its Header.\n - Full-text \"Keying\" dropdown is wide, inconsistent with icon-only popovers, and separate from Auto-keying popover\n # Full-text \"Playback\" dropdown is wide, inconsistent with icon-only popovers, and separate from Playback controls\n\nThis design task addresses the issues brought up in these proposals and breaks them into subtasks.\n\n**Proposed Solutions**\n\n - Move Markers, Curve Extrapolation, Only Selected Curves Keyframes, Show Handles, Only Selected Keyframes Handles and 2D Cursor from View to a new Overlays Menu\n - Center Pivot, Snapping and Proportional Editing Header buttons. Change Snapping to icon-only popover.\n - Create UI allowing for implementation of multi-snapping options\n - Move Normalize Button from Graph Editor Header to View Panel. Rename \"View\" Panel to \"Graph\".\n - Add Playback & Frame Range Controls to Timeline Header\n - Add Keying Set Controls to icon only popover near Playback Controls\n # Add Playback options to popover by Playback Controls\n\n\n\n**Stretch Goals**\n - Add fixed height mini-timeline element to Playback & Range footer\n\n**Implementation Patches**\n\n\n - [Playback, Keying Set, and Frame Range controls update](D15626)\n - [Center Pivot, Snap, and Proportional Editing in Animation Editor Headers ](D15631)\n\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).",
"Geometry Nodes: Different result of Distribute Points in Volume on Mac M1 and Windows\nOperating system: Mac M1 Pro 2021, with Blender 3.4.1 and Ventura 13.1. and Windows on AMD Ryzen 7\nGraphics card: On Windows RTX 3080\n\nBroken: Current master.\nWorked: Maybe newer.\n\n**Short description of error:**\n\nOne file on Mac Os and Windows:\n\n\n**Exact steps for others to reproduce the error:**\n1. Open attached `GN_mac_vs_windows__bug_positions.blend` file\n2. Compare the final positions of points using Windows and using Mac\n[GN_mac_vs_windows__bug_positions.blend](GN_mac_vs_windows__bug_positions.blend)\n\n---\n**Original Short description of error:**\nI started reproducing This tutorial about Plexus effect on GN. I was doing on Mac M1 Pro 2021, with Blender 3.4.1 and Ventura 13.1\nI reach this exact point: tj6ZZYO5qPY?t=943\nIn Mac I get just 12 points while video reports 14.\nI first think that something in Blender change since 3.4.0 beta (the version used in the video) and 3.4.1, but then tried the file in a Windows machine with Blender 3.4.1 and it worked reporting 14 points, so it seems mac is doing things wrong\n\n**Original Steps of the report:**\nExact steps are in the video until 15:43\nI uploaded a file that show the progress until that exact point \n[GN_Plexus_redo1.blend](GN_Plexus_redo1.blend)",
"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\n\nOpen the attached file and look for the 'All Edges' option.\n[Wiref.blend](Wiref.blend)\n",
"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",
"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\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",
"Curve Pen Error\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 4.0.0 Alpha\n\nNothing happened when I left click my mouse using Curve Pen in Edit Mode, but it is fine with blender on my windows laptop.\n\nI added a Bezier and I enter the edit mode, I deleted all the vertices and decided to draw a line using Curve Pen. However, it did not work.\n\n"
] | [
"Graph Editor too thin red line.\nOperating system: Darwin-20.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.4.15\n\nBroken: version: 2.93.0 Alpha\n\nGraph Editor\n\nMacOS 11.5 Beta\nI got download today February 21, 2021\nGraph Editor and I can't read too thin with red line to see picture.\nWould you like to fix make thick on code through Preferences \nI am not good english to explain to you. \nI have low vision."
] |
OpenCL Cycles rendering is broken on AMD Hainan GPU
OS: Windows 10 (build 14959 prerelease, Enterprise, 64 bit), GPU: AMD Radeon M330
Broken: 2.78 e9689e1
Working: <Blender 2.77
Cycles rendering (Using OpenCL and an AMD GPU) gives outright inaccurate results and/or doesn't correctly render any object (causing a "fading" effect), however it works fine in viewport rendered mode.
1) Take the linked .blend file.
2) Render it
here is a blend file and a photo of the actual render result I got from my PC (also seen from windows itself to validate the issue)
Screenshot_1.png
untitled.png
SIMON_3.1_SKELETON.blend | [
"GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n",
"Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ",
"Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n\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",
"Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n",
"Weird Shading with Multiscatter GGX\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 LTS\n\nI get some weird artifacts when rendering glass with Multiscatter GGX\n\n- Download attached Blend file\n[Shadertest_v01.blend](Shadertest_v01.blend)\n- Press F12 to render\n- The result looks different in 3.3 and 3.4 master\n\n3.3:\n\n\n3.4\n\n\nWhen I switch the glass shader to GGX or Beckmann the results look identical between 3.3 and 3.4",
"Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n",
"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",
"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",
"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",
"Render artifacts in Cycles with multi material with sss combined with glass or transparent \nOperating system:\nGraphics card: rtx 2080 TI\n[Bug_joined_object_sss_and_transparency_01.blend](Bug_joined_object_sss_and_transparency_01.blend)\n\nBlender version 3.0 stable\nRender artifacts in Cycles when rendering a multi material mesh with sss combined with glass or transparent shader. the transparent shader is shadowing the sss part of the model. this is not the case when the shaders are also separated in to two different objects. \n\nCreate two boxes assign a sss shader to one and transparent shader to the other. render in viewport. It works as supposed to. Now join the two objects in to one mesh. Render and see the \"shadow\" artifacts. or see attached file",
"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",
"Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n",
"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 \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?",
"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)",
"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\n\nWindows and MacOS:\n\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 AMD OpenCL render shows only background color\nWindows 7 x64 AMD R9 270 driver version: 16.10.2\n\nBroken: blender-2.78-4a68ff1-win64\nWorking: 2.76rc2\n\nBlender now doesn't throw any error when trying to final render with GPU Pitcairn, but fails to render objects and only renders background color. \nI loaded factory settings and then I only enabled GPU rendering.\n\nEDIT1: I did some test and found out that viewport GPU rendering is actually working, the only one failing is the final rendering.\n\nopenGL Render\n9657fdb72e53444a873f5955795d08b2.png\nGPU Render:\n0d0d5a175ab04bacacb36ac3782078bc.png\nCPU Render\nd8f02c456328466a82b840e728f125aa.png\n",
"Blender 2.77+ AMD GPU OpenCL error\nI can't render in Cycles with my AMD GPU since Blender 2.77.\nBlenders latest build render only the background in a solid color without any objects.\nBlender 2.78a shows me only this error:\n\nRead new prefs: C:\\Users\\Lennard\\AppData\\Roaming\\Blender Foundation\\Blender\\2.78\\config\\userpref.blend\nAL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender\\2.78\\python\nDevice init success\nCompiling base_kernel OpenCL kernel ...\nBuild flags: -D__NODES_MAX_GROUP__=0 -D__NODES_FEATURES__=0 -D__MAX_CLOSURE__=1 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__\nOpenCL kernel build output:\n\"C:\\Program Files\\Blender Foundation\\Blender\\2.78\\scripts\\addons\\cycles\\kernel\\kernels/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\\Lennard\\AppData\\Local\\Temp\\OCL9500T1.cl\".\nFrontend phase failed compilation.\n\nOpenCL build failed: errors in console\nBuild error: CL_BUILD_PROGRAM_FAILURE\n\nIn both versions, I used the default Szene and Settings.\n\n- open blender\n- switch to cycles\n- activate GPU\n- render \n\nCPU works fine. \nBlender 2.76b works perfekt (CPU and GPU)\n\nMy System:\n\nWindows 10 x64\nAmd Radeon HD 7700 GPU (1024 mb)\nAMD Phenom(tm) II x4 965 processor\nRaden Software: Crimson 16.11.3\n\n\n\n\n\n\n\n\n\n"
] |
Can't render as soon i add Volume Absorption
Operating system: Windows 10
Graphics card: RX 5700 XT Red Devil
Broken: v2.83.0 and v2.90.0 alpha
(CYCLES) {[F8637704](cube_crash.blend)}Everytime i try to add Volume Absorption i can't render anymore with my GPU(Rx 5700 xt)
CPU rendering is still possible
Make a new material
Specular 0.5
sheen Tint 0.5
clearcoat roughness 0.030
transmission 1
ermission black
alpha 1
add volume absorption and make density to 789
And after that my render gets stuck and crashes after 1-2minutes | [
"Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n",
"Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ",
"Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n",
"Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n\n\n\n\n\n",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays\nOperating system: Windows\nGraphics card: GeForce RTX 2080 Ti\n\nBroken: 2.82\n\nThe Indirect Only setting on a Collection doesn't seem to apply when viewing Volume shaders through shaders with Transmission enabled.\n\nSee the attached blendfile. Enabling or disabling the VOLUMETRICS collection (which is set to Indirect Only) doesn't affect what is seen through the glass.\n[comp_test_render_scene.blend](comp_test_render_scene.blend)",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n",
" Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient",
"Cycles Volume Scatter Density broken in \"complex\" node setup\nOperating system: Linux-4.12.14-lp151.28.87-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.27.04\n\nBroken: version: 2.91.0\n\n\nWhen constructing this node setup, the density-slider of the second volume scatter node seems to suddenly only act in a binary way, making the volume either transparent or taking on the density-value of the other volume scatter node. The point at which this happens can be influenced by changing either the colour of the node or the factor-value of the second mix shader. The settings of the other nodes seem to have no effect on this.\n*Edit: After further testing, the Volume Absorbtion and first Mix Shader Nodes are not needed.*\n\n\n*Load attached .blend\n*change density of the second (marked in image) Volume Scatter node (here, the switch happens somewhere between .003 and .004)\n\n[volume_bug_simplified.blend](volume_bug_simplified.blend)\n\n{[F9550433](blender_volume_bug.png), size=full}\n\nThanks for taking a look!\n",
"EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\n",
"mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.",
"The 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 \n\n\nEnable time limit and render an image\n\n\n\n",
"Cycles volume low density cutoff\nOperating system: Tested on Windows 10 and Ubuntu\nGraphics card: Tested on various NVidia cards, as well as CPU rendering\n\nBroken: 3.3.0\nWorked: unknown\n\n\nWhen rendering large volumes, such as this 2x2 Km fog around a terrain, super low densities (<0.000 01) are desired for atmospheric effects.\n\nHowever, there seems to be a seemingly arbitrary cutoff at around 0.000012, where nothing is rendered.\n\n\n\nIn this example, I am using a gradient from left to right to drive density from 0.00003 to 0.0.\nAs you can see, there's a sudden cutoff.\n\n\n\nI can imagine that this is some sort of performance trick, so that it doesn't get hung up on low densities, but being able to adjust this cutoff value would be very handy.\n\nHere's two BlenderArtists threads that also describe this issue.\n\n1356018\n1448963\n\n",
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)"
] | [
"Volume Absorption hangs RenderPreview w Cycles in Viewport when GPU Compute AMD\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.5.1 27.20.1017.1011\n\nBroken: version: 2.83.1\n\nAdding Material Propperties->Volume->Volume Absorption breaks Viewport render preview when rendering with Cycles engine with GPU. \n\n1. Set render engine to Cycles\n2. Set render device to \"GPU Compute\" (in settings set to OpenCL)\n3. In material properties set Volume->Volume Absorption\n4. Switch viewport to \"Render preview\"\n5. \"Path Tracing Sample\" will indefinitely get stuck at 1/32\n6. Switch Render Properties->Device->CPU compute and the preview render works without problems. (CPU AMD FX-8350)\nNote: For the actual render (F12) it is possible to render with GPU (and GPU+CPU) without problems\nNote 2: As soon as the Volume Absorption is removed the Render Preview in Viewport works fine also with \"GPU Compute\"\n[Bug_VolumeAbsorption.zip](Bug_VolumeAbsorption.zip)\n\n",
"Render crashes Blender when used with Volume Absorption\nOperating system: Windows 10\nGraphics card: 5700 XT\n\nBroken: 2.83\nWorked: None, I am new to blender\n\nRender crashes the whole application when used with OpenCL rendering with CPU+GPU or just GPU. The culprit is the Volume Absorption modifier. It does not crash when looking at the rendered mode within the viewport. Just the F12 final render. It works if I just use CPU rendering but that takes a lot longer.\n\n[Donut.blend](Donut.blend)\n"
] |
Crash: Quadflow Remesh
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0
Broken: version: 2.81 (sub 12)
Worked: (optional)
blender crashes in Quadflow Remesh with "preserve_sharp" and "use mesh curvature".
check "preserve_sharp" and "use mesh curvature" and start a remesh
[carriage.blend](carriage.blend)
| [
"Mantaflow: charge force field crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nWhen I try to add the charge force field and play the simulation the blender 3.0.0 Alpha crashes\n\nMake a simple water simulation and add the charge force field\n**Crash seems to happen only in release builds**\n\n[#92110.blend](T92110.blend)",
"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",
"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",
"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",
"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",
"inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n",
"Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)",
" 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)",
"Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\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 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n",
"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\n\n",
"Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n",
"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",
"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"
] | [
"QuadriFlow crashes when using specific face numbers\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\nBeen experimenting with QuadriFlow quite a bit to see what it can and can't do. This time I tried it on a mask extracted mesh I made, which did not create very nice looking results (I was expecting it to look more like a quad loop when remeshing). However, I noticed that QuadriFlow crashes pretty regularly on even low poly meshes if you type in specific numbers that it can't create a new remesh out of. In my case, when I typed in 40-43 on my extracted mesh, it did not crash. However, once I reached 44, the program failed every time and simply died.\n\n[Desktop 2019.10.02 - 13.57.31.02.mp4](Desktop_2019.10.02_-_13.57.31.02.mp4)\n\n\nHere's a file of the mask extract mesh. You can begin typing 40 faces into QuadriFlow to see if it works or not. If it doesn't crash, just type in another low number and keep trying until it does.\n[Crashing Mask Extract using QuadriFlow at 44 faces.blend](Crashing_Mask_Extract_using_QuadriFlow_at_44_faces.blend)\n",
"Quadriflow crash running on a messy mesh\nOperating system: Windows 10\n\n\nBroken: blender-2.81-c8df6f2cf9df-windows64\n\n\n[messy mesh.blend](messy_mesh.blend)\nOpen the blend file ➞ Go to the object data tab ➞ Remesh ➞ Quad ➞ Click the \"Quadriflow Remesh\" button ➞ Click \"Ok\" in the quadriflow remesh popup ➞ crash in few seconds\n\nThat messy mesh is a result of a mask extraction. Then I decided to run quadriflow on it and I find out that it crashes all the time."
] |
Geometry in the group input becomes unavailable if it's not the first input.
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: 3.0.0 Beta
I think screenshot is better illustrating the issue than me describing it.
This is also a very minor issue, since it does not occur with the actual node group nor influence the node primitive despite wrong warning.

[BUG REPORT.blend](BUG_REPORT.blend) | [
"GizmoGroup with setup_keymap() doesn't work if addon is enabled by default\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: all versions so far\nWorked: never\n\nIf an addon is enabled by default, any of its GizmoGroup with setup_keymap() classmethod won't react to user input (if they are registered in the register() function). However, if they are registered during the normal operation (i.e. after Blender initializes and draws the first frame), the problem does not appear.\n\n1. Install the attached addon.\n2. Enable the addon (it's called \"!Gizmo test!\").\n3. Save Blender preferences.\n4. Close Blender.\n5. Open Blender.\n6. Select a camera and try dragging the circular gizmo. The gizmo won't react to the input.\n7. Disable the addon, then enable it again.\n8. Select a camera and try dragging the circular gizmo. Now it will rotate the camera.\n[gizmo_test.py](gizmo_test.py)",
"Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.",
"Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n",
"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",
"Geometry Nodes Baking\nAs mentioned on the [blog]() the goal is to support the following features:\n* Editing procedurally generated geometry destructively in the viewport.\n* Prepare and manage simulations for the render farm which shouldn't need to run the simulation itself.\n* Explicitly cache parts of the node tree to avoid recomputing them after every change.\n* Re-time animated geometries, i.e. access geometry generated on one frame in another frame.\n\nAt a high level these goals are achieved by allowing the user to bake still or animated geometry at arbitrary positions in a geometry nodes tree using a new Bake node. The baked data can then be used without having to recompute the inputs of the Bake node. It can be edited destructively using Blender's existing edit modes. Furthermore, the baked data can be imported at specific frames.\n\nImplementing all of these features in one go would be too big of an undertaking, so below are smaller releasable milestones that can be worked on one after another.\n\n## Milestone 1: Bake Node\n\nAfter this milestone users will be able to bake still or animated geometries at arbitrary positions in the node tree. The main use cases are:\n* Prepare simulations (with optional post-processing) for a renderfarm.\n* Speedup working with very heavy node trees (e.g. static landscape generation) by explicitly caching the generated data.\n\nThere are a few requirements for this milestone:\n* New Bake node with a dynamic number of sockets for geometries and their attributes.\n* Baking works by pressing on a bake button in the node itself.\n * For baking the user has to choose between still or animated geometry and optionally a frame range.\n * A bake directory on disk has to be choosen.\n* Deleting the baked data should be possible from the node as well.\n* Potential settings and the baked data are stored per Bake node instance. A Bake node that is in a reused node group is counted as multiple Bake node instances. The actual data per Bake is stored in the geometry nodes modifier on the object.\n\nIt may be enough to keep UI changes local to the new Bake node.\n\n## Milestone 2: Manage Bakes\n\nIn production files, there are typically many simulations and other heavy effects that require baking. The goal of this milestone is to give the user tools to manage many bakes.\n\nThere are multiple parts to this which could potentially be split up into somewhat independent tasks, but I keep them together until further discussion happened:\n* Support naming Bake node instances.\n * While working with just Bake nodes in the node tree, this is less important, because the location of the Bake node in the tree \"identifies\" it to the use. When dealing with many Bake node instances at once, one can't rely on their location but needs to use names.\n * Just using node names does not work well for this, because a node only has one name but might be reused many times.\n* Support tagging Bake node instances.\n * As we've seen in the intro, not all baking happens for the same reasons. Therefore it is important that tools that work with multiple bakes can filter what bakes to work on.\n * Supporting custom tags can help the user organize baked data.\n* UI for dealing with all bakes in a scene or file.\n * There should be some kind of UI list that shows all the Bake node instances.\n * It should show which data is currently baked and which not.\n * Filtering can happen using tags and object selection.\n * Various new operators can work on multiple bakes at the same time: bake, delete bake, set bake directory.\n* Python API for dealing with baked data.\n * While the UI we provide for managing baked data should be good enough for most use cases, it seems unrealistic that we can provide all the tools that a larger production needs out of the box. Therefore, it is necessary to make it easy to manage bakes from addons as well.\n\n## Milestone 3: Import Bake\n\nThe Bake node does two things implicitly, it indicates where in the node group the baking happens and it also imports the baked data. Having both of these in the same node is desirable for most use cases, but sometimes it's benefitial to split both tasks. For example:\n* Baking an animated geometry and the loading it at different frames for re-timing.\n* Load multiple baked frames of the same Bake within the same frame.\n* Baking a geometry in one .blend file and then loading it as a cache in another.\n\nAll of these use-cases turn our baking format into a more general purpose interchange format like Alembic that is Blender specific. Baking into other formats will be possible eventually as well, but it not part of this project. Using a custom format allows us to optimize it for our needs and avoids the problem that Blenders data does not always map 1 to 1 to how data is stored in common formats. Also see [this](105251) task.\n\nThe import can be done with a new Import Bake node which takes a (file) path and a frame as input and outputs the geometry. There are some problems that need to be overcome:\n* The Import Bake node ideally has the same sockets as the corresponding Bake node, but this can't be guaranteed when they are in separate .blend files.\n* While not supported yet, it will be possible to pack baked data into the .blend file. Therefore, the path input is sometimes a path on disk and sometimes some internal identifier.\n* It should be possible to use the combination of a Bake node with one or more Import Bake nodes within a node group without having to hard code the file path for all of these nodes. Therefore, it seems reasonable that the Bake node also outputs where the baked data is stored. Also see [this](29266) older proposal.\n\n## Milestone 4: Editing Baked Data\n\nThe idea is that the user can just go into edit, sculpt or other modes on the baked data and edit it in place. For animated geometries, every frame can be destructively edited separately. The goal here is not to record all manual edits the user did. After baking again, the edits will generally be gone.\n\nWhile this might seem like a small feature, if done right, it can have huge impacts on the way people work with geometry in Blender in the long-term. That is because it could theoretically allow us to get rid of the idea of \"original geometry\" in Blender (e.g. the mesh referenced by `object->data`). To give a glimpse into what could become possible: Adding a cube object could just add an \"empty\" object with Cube node in geometry nodes. This allows the primitive mesh to remain procedural. Going into edit mode could implicitly (or explicitly) add a Bake node and bake the cube so that it can be edited destructively.\n\nAs for this milestone, the target use cases are more minor and mostly revolve around fixing up \"bad\" data in animated geometry. For example, in a particle simulation, a single particle got too close to the camera and blocks the entire view. It should be possible to just delete it manually. \n\n## Parallel Track 1: UI for Unused Nodes\n\nThere are various situations in which nodes in a node group are unused:\n* Nodes not connected to the output.\n* Nodes that would compute the unused input of a Switch node.\n* Nodes that were used to compute a simulation that is now cached.\n* Nodes that compute the inputs to the Bake node which is now baked.\n\nCurrently, there is no obvious way for the user to determine which nodes have been evaluated by the last evaluation. However, this information would be very useful because it allows seeing at a glance when data is cached/baked.\n\nLogging the set of nodes that has been evaluated is relatively [straight forward](107780). However, we still need the a good UI for these nodes. The obvious solution is to just gray out these nodes. While that can work, it's not ideal because the nodes can and should still be editable and graying out usually indicates that the user is not expected to edit them.\n\n## Parallel Track 2: Store Baked Data in .blend File\n\nWe already support packing external files into .blend files. That system just needs to be enhanced to also support baking entire folders full with baked data. Ideally, it is possible to load the baked data lazily when loading a .blend file, but that's probably quite a bit more challenging. It remains to be seen how much of a performance hit loading all frames at once has.\n\n",
"Scalar Group Node Output is One Pixel Large\nuname -r: 4.3.0-1-amd64\nDebian 8 testing (sid)\n\nBroken: 2.77a (official tar'ed build from blender.org)\n\nMy compositing node system relies extensively on nodegroups, sometimes nested several layers deep. Sometimes, these nodegroups need to process not a bitmap, but simply an individual scalar value - which might be inputted using the RGB node, or the Value node. It's when outputting a scalar from a nodegroup that it breaks; the output value is a bitmap that is one pixel large.\n\nI suspect that any person or studio interested in creating a nested node system for their own ease of use will run into this issue!\n\n1. Load compositing scene.\n2. Create 2 Math nodes. Put each in its own nodegroup.\n3. Let each nodegroup have one input and one output, passing through the Math node's first input within each group. In both cases set the Math node to Multiply, and the second input to 1.\n4. Pass in the value 1 for the first nodegroup, and let the output of nodegroup 1 become the input of nodegroup 2.\n5. Find any image, and plug it into the first input of a color Multiply node. In input 2, plug in the output of nodegroup 2.\n\n6. Notice as a single pixel in the image remains unchanged, as the rest of the image becomes black.\n\nI attached screenshots to better illustrate the setup:\n\n\n\n",
"No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n",
"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",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n\n\n\n\n\n\n\n",
"\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n",
"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\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)",
"Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n",
"Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).",
"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",
"Adding NodeGroupInput node with NodeSocketImage input to CompositorNodeTree causes Bad Access crash\nOperating system: macOS 12.3.1 (21E258)\nGraphics card: `Apple M1`\n\nBroken: 2.93.10, 3.1.0, 3.1.2, 3.2.1\n\n\nAdding both a `NodeGroupInput` node and a `NodeSocketImage` socket to a `CompositorNodeTree`'s input causes a crash upon entering the group view of the node.\n\n\nOpen a fresh Blender instance\n\nRun the following python commands:\n\n```\ngroup = bpy.data.node_groups.new(\"test\", \"CompositorNodeTree\")\ngroup.inputs.new(\"NodeSocketImage\", \"image\")\ngroup.nodes.new(\"NodeGroupInput\")\n```\n\nOrder of the last two commands does not matter.\n\nOpen up your compositing node graph and enable \"Use Nodes\" if you haven't already.\n\nGo to Add->Group->test\n\nThe application crashes immediately with the following error summary\n\n```-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [83447]\nPath: /Applications/Blender3.1.2.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.1.2 (3.1.2 2022-04-01)\nCode Type: ARM-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-05-14 23:55:57.0678 -0700\nOS Version: macOS 12.3.1 (21E258)\nReport Version: 12\nAnonymous UUID: FFD4E34D-780E-1ED3-65BE-8567CF743554\n\nSleep/Wake UUID: DF7F69BF-5C10-4E9C-8649-79686FC1C136\n\nTime Awake Since Boot: 140000 seconds\nTime Since Wake: 5503 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 27\n\nException Type: EXC_BAD_ACCESS (SIGABRT)\nException Codes: KERN_PROTECTION_FAILURE at 0x0000000101784ddc\nException Codes: 0x0000000000000002, 0x0000000101784ddc\nException Note: EXC_CORPSE_NOTIFY\n\nVM Region Info: 0x101784ddc is in 0x100e48000-0x10a7dc000; bytes after start: 9686492 bytes before end: 151351843\n```\n REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL\n UNUSED SPACE AT START\n```\n - > __TEXT 100e48000-10a7dc000 [153.6M] r-x/r-x SM=COW ...MacOS/Blender\n```\n __DATA_CONST 10a7dc000-10ada8000 [ 5936K] r--/rw- SM=COW ...MacOS/Blender\n```"
] | [
"Geometry nodes. Error message when Geometry input lower than 1st position\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\nCreate few inputs, move Geometry input lower than 1st position, get error on modifier.\n[2021-03-03_00-26-57.mp4](2021-03-03_00-26-57.mp4)"
] |
Sculpting strokes not showing in LookDev / Rendered modes
Win 10
Broken: blender-2.80-91a155833e59-win64
Sculpting strokes are not showing when you switch to LookDev / Rendered modes, it only works in solid mode.
Launch blender, go to File / New / Sculpting, do some brush strokes on the sphere, then switch to lookdev / rendered mode. The sphere will appear intact.
[2019-01-08_17-45-51.mp4](2019-01-08_17-45-51.mp4) | [
"\"Radius of the brush\" field missing in box trim and lasso trim sculpt tools.\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\nWorked: Never (tool was introduced in 2.91.0)\n\n\"Radius of the brush\" field missing in box trim and lasso trim sculpt tools after checking use cursor location and radius for trimming shape. The tool uses the brush radius for the depth but the field is not visible.\n\nUse Trim Lasso and Box Trim tools in sculpt mode.\n\n",
"Display Workbench Textures On Curve Objects\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 6)\nSame on Windows version with same hash as well as in older versions of the 2.8x series.\n\nWorked: (optional)\nWorked in 2.7x Blender viewport ('Texture' mode)\n\nTextures don't display on curve extrusions in 'Solid' viewport shading mode even when UVs are assigned and 'Texture' is chosen as the object color. Instead, Curve extrusions simply stay gray.\nThese same textures show up fine on regular mesh objects in the same viewport. Also the curves display as intended in Material Preview and Rendered modes.\n\n\nIdeally open attached blend file to see the issue right away.\n\nAlternatively :\n1. Create a curve object and give it depth and UVs and apply a material\n2. Import a bitmap texture, attach to the curve's material and select it\n3. Switch to Solid shading mode and activate Texture as object color\n4. Compare look in Solid and Material Preview\n5. Repeat the above steps for a mesh object with UVs\n\n\n[textures_on_curves.blend.zip](textures_on_curves.blend.zip)",
"Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">",
"Add In Front/Visible option to lasso and box mask tools\nCurrently Box Mask and Lasso Mask create the mask through the object, which is not useful in some cases. There should be an in front option to change this behavior. \n\nImplementing this by checking the vertex normal and view direction is trivial, but it won't work as expected on models with occluded vertices facing toward the view. We should evaluate if it is possible to implement vertex occlusion test in sculpt mode. If it is not, then we can use the vertex normal implementation. ",
"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",
"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",
"Light look-at mode improvements\nLight look-at transform can be activated using Shift+T on a lamp\nNext hover your mouse cursor over the surface point where you want to pont the lamp. This is excellent!\n\n*Note: click on the images to see the animated version*\n\n\n\nWhile the lookat mode is active. Holding Ctrl will move the light. But it will also attempt to use the normal of the surface to rotate the light around the surface hit point. This gives erratic behavior.\n\n\n\n**Proposal**\n\nThe artist should be in full control over the orientation of the lamp. I propose for *move* to ignore the surface normal and only hold the distance to the surface.\n\n\n\nA different modifier (Alt?) would allow to orbit around the surface intersection point, giving the lighting artist full control of the orientation.\n\n\n\nFurthermore, scrollwheel or MMB could be used to change the distance between the camera and the surface point.\n\n",
"Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...",
"Sculpt Mode Painting\nThis task outlines the remaining To Do's for fundamental sculpt mode painting.\n\n### Color Swapping\n\n- `X` for switching primary and secondary color\n- The current shortcut for `X` for the draw brush will be removed.\n\nIn one of the upcoming releases all brush shortcuts in sculpt mode will be removed anyway, for maximum user customization.\n\n### Canvas Picker & Viewport Color\n\nSince painting is something optional in sculpt mode we need to make sure that:\n- Color Attribute shading isn't enforced\n- Color attributes will be displayed when using painting tools\n- A fast way of choosing color attributes in the UI\n- An optional & discoverable way of switching the viewport shading for all objects (optimal painting scenario)\n\nThe proposal for this is:\n- Use [D16241](D16241) canvas picker UI in sculpt mode. Always visible but grayed out if viewport shading color is not `Attribute`\n- Whenever a painting tool is active, the canvas picker is no longer grayed out and the color attribute viewport shading is enforced in workbench shading on the active object only\n- In the canvas picker popover, add a message or button to switch the viewport color to Attribute if this is not yet the case, so that colors stay visible between brushes/tools. \n- Remove the current behavior of automatically switching the viewport color when a painting tool is used\n\nTo make sure the sculpting experience is already taking color attributes into account, the default sculpting template and workspace should use color attributes for viewport shading.",
"Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\n\n",
"Curves sculptmode: brush Strength (and Strength Pressure) UI inconsistencies\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nSculpt curves: brush Strength (and Strength Pressure) UI has inconsistencies between the Toolsettings in the header and the sidebar\n\nfrom the default startp:\n- add Curves\n- enter sculptmode\n- `Add` brush: does not have `Strength` in the header toolsettings (correct, not supported) yet the Brush Settings in the sidebar shows Strength (wrong)\n- `Delete` brush: same as above\n- `Slide` brush: shows `Pressure Sensitivity Strength` in the header toolsettings (has a bug, see #100324, should be removed)\n- all other brushes: shows `Pressure Sensitivity Strength` in the header toolsettings (correct) yet the Brush Settings in the sidebar dont show it (wrong)\n\n{[F13666040](image.png) size=full}\n\n{[F13666059](image.png) size=full}\n\n",
"Randomization in Mask Brush for Curves Sculpt Mode\nRef #96673 (Masking tools for curves sculpt mode.).\n\nDepends on #96850 (Mask Brush for Curves Sculpt Mode).",
"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\n\n[icon.blend](icon.blend)",
"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",
"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\n"
] | [
"Sculpt doesn't update properly in LookDev or Rendered display modes\nOperating system: win 8.1\nGraphics card: nvidia gforce 730a\n\nBroken:\n2.80, 26d5a3625ed, blender2.8, 2018-11-29 15:57 (and earlier versions)\n\n\nSculpting only works in solid and wireframe display modes, only switching tabs updates the viewport in other display modes.\n\nOn the default startup go to the sculpting tab, sculpt whatever you like, then change to either LookDev or Rendered display modes... then attempt to sculpt more... then switch tabs... then it updates... only Solid and Wireframe display modes allow you to see your scupt edits 'live'.",
"Simple sculpting changes in Solid ( and Wireframe ) are not reflected in LookDev or Rendered mode\nWindows 10, GTX 1070\n\nBroken: Blender 2.8 Alpha 2, 0d69a5aa349\n\nChanges made in the Sculpt mode ( by default in Solid mode ) are reflected in WireFrame, but not in LookDev or Rendered mode.\n\n1) Load up the default scene\n2) Open the Sculpt tab\n3) Use the default settings to sculpt the corners of the cube, so that they visibly move\n4) Now change from Solid to Wireframe mode. The changes migrate across\n5) Now change to LookDev or Rendered. The changes do not migrate across.\n\nPressing Tab to enter edit mode will update the changes.\n\n\nEven if sculpting isn't currently available in LookDev or Rendered mode, any changes made in Solid or Wireframe should be reflected in those viewports."
] |
Crash when changing GP color
[system-info.txt](system-info.txt)
Blender crashes as soon as you try to move the vertical value-slider of the colorwatch of a GP material. Open blender 2d default and try to change the black line material into a white one results in crash. | [
"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.",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Crash 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",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n",
"Change GLSL library handling.\nFor 3.2 I want to change the way how we do the color space conversion in the fragment shader. Currently including gpu_shader_colorspace_lib.glsl undefines the blender_srgb_to_framebuffer_space macro.\n\nWhen converting the overlay engine we should copy the shaders we need to the draw engine.\n\nNOTE: A solution needs to be implemented before migrating the overlay engine to use GPUShaderCreateInfo.\n\n",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"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\n\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)",
"inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n",
"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",
"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",
"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",
"Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n\n\nclear falloff ok in gimp:\n\n\nblender 2.8\nWindows 7 \n\n\n",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\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."
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"Crash on editing GreasePencil material\nwindow 10 pro 64 bit version 1803 and Nvidia GeForce GTX 970\n\nBroken: 2.80 d5c751012b3\n\nCrash on editing Grease Pencil material\n\nstart Blender in 2D Animation go to material of Grease Pencil and try to change one of the material properties... crashes\n",
"Grease Pencil 2.8 crashing\nBlender:\n\tDate 2018-11-16 18:26\n\tHash 2c347ebbba9\n\t2.8 Alpha 2\n\nVideo card:\n\tGeForce GTX 760\n\t4 MB GDDR5 Memory\n\nSystem:\n\tWindow 7 Pro\n\tCPU i7-4790K 4GHz\n\t64 Bit operating system\n\nopen blender 2.8 I don't pick anything on the splash screen, go into blenders default, add a grease pencil blank, then click on the material icon, then the system crashes",
"Grease Pencil 2.8 crashing\nBlender:\n\tDate 2018-11-16 18:26\n\tHash 2c347ebbba9\n\t2.8 Alpha 2\n\nVideo card:\n\tGeForce GTX 760\n\t4 MB GDDR5 Memory\n\nSystem:\n\tWindow 7 Pro\n\tCPU i7-4790K 4GHz\n\t64 Bit operating system\n\npick 2d animation at splash screen, try to change the color of the black material and blender crashes.",
"Crash updating grease pencil material preview\nLast Daily Build and tested with last source code\nWindows 10 64 bits\n\nSince several days, if you add a grease pencil object and select the material tab, get a segment fault.\n\nThe grease pencil code has not been changed in last days and the error looks related to BKE_material_copy_data() function.\n\nIt looks the material->gp_style get damaged and set to NaN. The NaN value of this variable can produce crashes in lot of places. I think the task #57867 is related to this too.\n\n**To reproduce:**\n* Start Blender with General template\n* Add GP object->Stroke\n* Select material tab\n* Crash\n\n\nThe crash also happens adding a material.\n\nThis is the crash log:\n\n\n```\nmemcpy() Line 408\tUnknown\nMEM_lockfree_dupallocN(const void * vmemh) Line 190\nBKE_material_copy_data(Main * bmain, Material * ma_dst, const Material * ma_src, const int flag) Line 210\nBKE_id_copy_ex(Main * bmain, const ID * id, ID * * r_newid, const int flag, const bool test) Line 586\nDEG::anonymous namespace'::id_copy_inplace_no_main(const ID * id, ID * newid) Line 280\nDEG::deg_expand_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDDepsNode * id_node, DEG::DepsgraphNodeBuilder * node_builder, bool create_placeholders) Line 731\nDEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDDepsNode * id_node) Line 945\nDEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDDepsNode * id_node) Line 1096\n\n```\n\n@lichtwerk Could you take a look? it looks the problem is not the grease pencil code, but some change done in how the objects are duplicated.\n\n"
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