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Geometry Node & Eevee Render: Incorrect display of volume created with volume cube
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 496.49
Broken: version: 3.4.0 Alpha

[dfvszerd.blend](dfvszerd.blend) | [
"Two materials: volumetric being in second slot causes error in EEVEE\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\nWorked: IDK, but I've been using blender since 2.79 and have not encountered this problem when I have done this kind of thing.\n\nWhen I have a mesh object that has both solid and Volume Scatter materials on it (in different slots), in EEVEE, the volumetric material only works if it is not in the second slot. If it is in the second slot (top down), it causes the black \"shader missing\" to be applied. Moving the volume slot up to the top with the solid material in the slot at the bottom causes normal operation.\n\nGo into edit mode on the default cube.\nDuplicate the mesh, but leave it at 0 0 0. Scale the duplicate up a little.\nCreate a second material slot, and assign the duplicate larger cube to it. Leave edit mode.\nCreate a \"Volume Scatter\" material for the second slot. The outer cube will turn black.\nMove volumetric material up in list of materials. The outer cube will change to the proper fuzzy grey.\n\n[#83538.blend](T83538.blend)\n",
"Physics: The default value for Format Volumes is nothing...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\n\nThe default value for Format Volumes is nothing...\nBlender will stop working if you try to let the Animation play. EDIT: Can no longer reproduce with Blender 3.0\n\nDo a Backspace (to reset to default) on \"Format Volume\"\n![2021-09-09 09_15_29-Blender_ [C__Users_raimund.klink_Downloads_adaptive bug2.blend].png](2021-09-09_09_15_29-Blender___C__Users_raimund.klink_Downloads_adaptive_bug2.blend_.png)\n[happy_little_bug.blend](happy_little_bug.blend)\n\n",
"UV-space triangulation wrong\nOperating system: Arch Linux\nGraphics card: NVidia 1080 Ti\n\nBroken: 3.3.1\nWorked: none?\n\nTriangulation of (concave) N-gons is wrong in UV-space.\n\nJust check the UV-space of Suzanne: on the right side of the main island, where the hole of the ear is, see the screenshots.\n\n\n\n",
"In cycles, ignore shadow of volume object will cost more time.\nOperating system: windows 10 64\nGraphics card: rtx 2080\nCpu: AMD Ryzen 7 2700\n\nBroken: 2.83 2.82 .....\n\nIn cycles, ignore shadow of volume object will cost more time.\nUse texture in volume material.\nVolume object cross other object.\n\n\n[vol_bug.blend](vol_bug.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",
"Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n|  |  |  |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)",
"Different padding between eevee and cycle properties\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.0.0 Beta\nWorked: ???\n\ndifferent padding see image below:\n\n\n\ni dont know is this because new ui design or not.\n\n\n",
"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!",
"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",
"Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n",
"Eevee - no volume density textures when using Vega 64 external gpu on macOS Mojave\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Was working briefly with some builds in March 2019.\n\n\nMacOS Mojave external GPU fails to render volumetric on Eevee if there is a density texture. Internal GPU works fine.\n\nUsing external Vega 64:\nOn default cube, add principled volume shader to volume material output: volume looks correct.\nPlug noise texture node into density input of principled volume shader: volume disappears.\nUsing internal Radeon 560x:\nExact same steps gives properly textured volume.\n\n",
"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)",
"python display_shape don't work in GeometryNodeTree\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n\n",
"Wrong Radius visuals when joining two hair curves\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.3.0 Alpha\n\nIf you have two hair curves in geometry nodes and you join then, The radius of the first one is copied to the other, this only happens in EEVEE and in Solid view but not in cycles.\n\n[2022-07-16 23-01-18.mp4](2022-07-16_23-01-18.mp4)\n\nIn this file there is a setup that is affected by this issue, as well as a simplified version. You just need to open the file and change the order in the join node\n[radius bug.blend](radius_bug.blend)",
"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"
] | [
"Eevee: Principled volume shader set on Geonodes Volume Cube node gives unexpected result \nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX580\n\n**Blender Version** \nBroken: 3.3.0 alpha\n\n\nPrincipled volume shader in eevee creates an additional layer of density on volumes created by Volume Cube node. Volume scatter and Volume Absorption work as expected, as does rendering on cycles. One thing of note is that the unwanted cube maintains its position when changing the bounds of the volume cube.\n\n\nCreate volume on geometry nodes with Volume Cube node, set density to 0. Add principled volume material with non-zero density. With appropriate eevee volumetric settings, the effect should be apparent.\n\n\n[smoke_bug.blend](smoke_bug.blend)"
] |
Blender crashes when switching to the "Shading" tab
Operating system: macOS-12.1-arm64-arm-64bit 64 Bits
Graphics card: Apple M1 Max Apple 4.1 Metal - 76.3
Broken: version: 3.1.0 Alpha
Blender crashes when switching to the "Shading" tab on startup.
Open Blender, then navigate to the "Shading" Tab. Blender immediately crashes.
[blender.crash.txt](blender.crash.txt)
| [
"Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)",
"Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!",
"Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n",
"Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n\n\nExample node setup:\n\n\nSwitch to wireframe:\n\n\n",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n",
"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.",
"rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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.",
"Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n",
"Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n",
"Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n",
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n",
"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",
"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"
] | [
"Can't Open Shader Editor Workspace or Pull-Down (Mac ARM)\nOperating system: macOS-12.2-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\n\nCan't open the Shader Editor without Blender crashing to Desktop. Workspace and Pull-Down will cause crash. \nAll other Workspaces seem to be fine. \n\nOpen Blender, click on Shader editor, and Blender will crash.\n\n",
"Repeatable crash opening \"shader editor\"\nOperating system: macOS X Monterey 12.1\nGraphics card: Apple M1 Max MPB16\n\nBroken: 3.1.0 alpha 22-12-02\nWorked: 3.0.0 21-12-02\n\nCrash on navigating or opening a view containing shader editor view\n\n\nI tried to change the view type to \"shader editor\" nodes view and got crash, that also happens when I try to open a file containing shader editor open in default workspace.\n\nBased on the default startup.",
"UI Crash on Shader editor (Blender 3.0.1Alpha on a MAC)\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha\n\nBlender Crashes when are working on Shading interface\n\nOpen Blender, select \"Shading\" tab on the tab top menu of interface, then click to select default cube.\nSame occurs when change a window to \"Shader Editor\"\n"
] |
I dont can render
I would like to render, but that does not work, now I have asked myself and I have encountered the problem. It is so that one under Movie with the render settings different can select. eg AVI ram or FrameServer ect. I have to choose MPEG or H.264 as file but these are not with me. Please help
Ps: simon | [
"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",
"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.",
"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",
"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",
"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",
"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",
"VSE thumbnails improvements\n- [x] Check if reusing strip hash used by rendering job speeds up initialization with large number of strips. if it doesn't, fix it anyway. (b534806ecb) Note: it wasn't initialization that caused freezing, it was rather strip `anim` freeing, reusing ghash seems to have no impact on performance.\n- [x] To speed up loading, Check strategy to render \"guaranteed\" set of thumbnails. Especially if cache can be shared this could help a lot. (3a898db3638d) Note: better strategy seems to be other way around as far as performance goes.\n- [x] Make first (and last) thumbnail reflect actual handle position. (29b9187b327c) Note: Only first image is updated, though it's possilbe to update last one too. \n\n- Change cache so thumbnail (and possibly raw) types are keyed by path to file and disregard various context settings and Sequence pointer. Front-end should stay same. ([D12771](D12771))\n - There are rabbitholes like effect strips producing raw images and scene strips rendering at \"host\" scene resolution so simple string key is probably not enough. \n - Added complexity is, that all cache types per frame should be invalidated at once, otherwise prefetch doesn't work and issues like that.\n - Above points don't quite apply to thumbnails, but there are issues of this type in general. For example if we would implement downscaling for movies, first point will apply.\n\n",
"Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n",
"Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n",
"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",
"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",
"VSE Linked external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera\nOperating system: Linux-4.9.0-9-amd64-x86_64-with-debian-9.9 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 13.0.6\n\nBroken: version: 2.81 (sub 3)\nWorked: Haven't yet tried other versions.\n\nVSE: Linking external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera.\n\n1. Create file A with Scene-A and add audio to it on the VSE.\n2. Create file B\n3. From the VSE in file B, link the Scene-A from file A. Set it's input to \"Sequencer\". On file B, playing the strip will correctly play the sound from Scene-A.\n3. Duplicate (or re-instance) Scene-A on the VSE sequencer. If the Input is still \"Sequencer\", both clips will play the audio, as expected.\n4. Switch one of the Scene-A instances to use the Camera as input. \n\nExpected behaviour: \n\nWe should be able to both see the Camera strip and hear the Sequence strip for Scene-A\n\nActual behaviour:\n\nFor all the strips of Scene-A that are set to Input \"Sequencer\", the audio will stop playing.\n\nNote: I've determined that it is not that the audio crashes: other clips with sound on the sequencer keep playing normally.\n\nNote: If I delete the strip with Input Camera and leave only the input Sequencer strips, the problem will not go away, unless I save the file like this and \"revert\" to it.\n\nI cannot find a suitable work-around. In the video that I'm producing I need to edit local sound effects on the shot sequence, and incorporate it on the larger edit.\nI cannot, therefore, both see and hear my sequence on the host sequencer.\n\n\nIf a workaround is possible (that is not reconstruct and re-import the sounds on the original scene) I'd be a happy man :-)\nThanks!\n\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",
"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",
"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"
] | [
"Render Fehler\nIch möchte rendern , doch das klappt nicht , jetzt habe ich mich rum gefragt und bin auf das Problem gestoßen . Es ist so das man unter Movie bei den render Einstellungen verschiedenes auswählen kann. zb AVI ram oder Frame Server ect. ich muss MPEG oder H.264 als Datei wählen doch diese sind nicht bei mir vorhanden. bitte um Hilfe\n\nPs : simon"
] |
Blender crashes while searching for key-binding by name
Operating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5
Broken: version: 2.90.0 Alpha
Blender crashes while searching for key-binding by name
* open a new file & load factory preferences
* Edit > Preferences > Keymap
* with "Name" search button active, type "T" into the search field
* Blender crashes
```
[my computer name]:~ [username] $ /Applications/Blender.app/Contents/MacOS/Blender ; exit;
found bundled python: /Applications/Blender.app/Contents/Resources/2.90/python
Writing userprefs: '/Users/[username]/Library/Application Support/Blender/2.90/config/userpref.blend' ok
Illegal instruction: 4
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
```
| [
"Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart",
"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)",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"Blender 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",
"F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n\n\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\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",
"Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\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",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.",
"Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)",
"Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.",
"Crash when 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.",
"Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\n",
"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)"
] | [
"[Bug] Keymap filter crashed Blender \nOperating system: MacOs High Sierra 10.13.2\nGraphics card: Intel Iris Graphics 6100\n\n2.90.0 Alpha \n\nKeymap filter crashed Blender \n\n1. Open Blender preferences\n2. Select keymap option\n3. Write to filter search filed (For example \"E\").\n4. Blender crashed\n\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 org.blenderfoundation.blender \t0x00000001042c7e9d ui_block_align_calc + 365\n1 org.blenderfoundation.blender \t0x00000001042bd6fd UI_block_end_ex + 1085\n2 org.blenderfoundation.blender \t0x0000000103fef7bc ed_panel_draw + 956\n3 org.blenderfoundation.blender \t0x0000000103fef143 ED_region_panels_layout_ex + 1075\n4 org.blenderfoundation.blender \t0x00000001089ed758 userpref_main_region_layout + 184\n5 org.blenderfoundation.blender \t0x0000000103c10525 wm_draw_update + 1205\n6 org.blenderfoundation.blender \t0x0000000103c0e330 WM_main + 48\n7 org.blenderfoundation.blender \t0x00000001038d360d main + 909\n8 libdyld.dylib \t0x00007fff7af08115 start + 1\n```"
] |
masking glitch in sculpt mode.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92
Broken: version: 2.90.0 Alpha
[masking glitch happening in todays build]
[take a cube remesh it and use mask]
| [
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n\n\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n",
"Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n",
"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",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"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",
"No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n",
"QuadriFlow with the new symmetry option creates holes at the center\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\n\n\nQuadriFlow creates hole artifacts like these when remeshing. Usually occurs after using Voxel Remesher and/or Dyntopo which can break symmetry at the center very often.\n\n\n1) Sculpt something in Sculpt Mode and use Voxel Remesher/Dyntopo.\n2) Start QuadriFlow. It doesn't always produce these holes in the mesh, but keep repeating part one and two and you will eventually get these holes where each side hasn't been properly merged together.",
"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",
"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!",
"GPU Subdivision Causes Artifacts in Mesh Analysis Overlay\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken:\nversion: 3.1.1 Release Candidate\nversion: 3.3.1\nversion: 3.5.1\nversion: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-25 13:50, hash: 6ee8aa4997ee, type: release\nversion: 3.6.0 Alpha\n\nWorked: could not find.\n\nWhen GPU subdivision is enabled, the Mesh Analysis overlay shows artifacts.\n\n\nPlease follow these steps to reproduce the issue:\n1. Start Blender.\n2. Select the default cube.\n3. Apply the Subdivision Modifier (press Ctrl+1).\n4. Enter edit mode.\n5. In the viewport overlay menu, enable Mesh Analysis.\n\n**Known Workarounds**\n1. Disable GPU Subdivision.\n2. Disable \"Show in Edit Mode\" for the Subdivision modifier.\n\n",
"Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)",
"Sculpt mode. Switching back to tool with brushes from tool without brushes rolls to next brush.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken 2.83.*, 2.91,\nBroken: version: 2.92.0 Alpha\n\nSculpt mode\nCreate 2 grab brushes 1 and 2, that can be switched with G\nSelect Grab 1\nSwitch to mesh filter.\nPress G.\nNow you switched to Grab2 instead Grab1, that was selected before.\nExpected: return to same brush, that was selected before.\n\nIssue appears with:\nLine project, [Box] mask, Box hide, [Box] faceset, [Box] trim, Mesh/Cloth/Color filters, Mask by color, Edit faceset, all transform tools, annotation.\nAffects all tools, who can have few brushes.\nTested with factory startup too.\n\n[2020-12-10_03-13-39.mp4](2020-12-10_03-13-39.mp4)\n[grabroll.blend](grabroll.blend)"
] | [
"Trying to sculpt/paint mask creates error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\n\n The prior days build worked just fine\n\n\nwent to paint a mask and got this error (see attached pic and blend file) This strange pattern just appears instantly on the mesh when I go to paint a mask.{[F8640752](Error.blend)}\n\n\nadd plane\nSubdivide the plane several times.\nGo to Sculpt workspace.\nSelect the mask brush.\nPaint on the plane.\nFor me this resulted in a nasty error on the mesh.\n\n",
"Sculpt mask painting provides heavy shading glitches (today regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.90.0 Alpha\n\n\n[2020-06-24_03-39-51.mp4](2020-06-24_03-39-51.mp4)\n\n\n\n"
] |
Effector Collection system is not updating
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36
Broken: version: 2.80 (sub 71)
Worked: (optional)
Effector Collection system is not updating
Hello Devs!
Please see attached file. It contains a cloth, and a Collection "Effect on" with a Force Filed.
In the physiks panel: "Field Weights" - Effector Collection == "Effect on"
If you move the Force Field, in the outliner, out of the collection "Effect on", the cloth still reacts to the Force Field.
[BUG_Broken_Effector_Collection.blend](BUG_Broken_Effector_Collection.blend)
```
```
| [
"Switching collections does not work in Local mode.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 5)\nWorked: 2.81\n\nIn Local mode, switching collections with hotkeys (1, 2, 3 ...) does not work.\n\nWhen I select several objects from different collections, and go into local mode, switching collections through hot keys (1, 2, 3, etc.) stops working.\n\n",
"Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"Regression: Image Editor Texture Draw Stops Updating\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0 (probably introduced by {f663a1dc09}?)\nWorked: 3.0\n\nthis was actually exposed with 507a4deef1 (but we have seen before that that commit is not the real cause for a couple of issues -- @lichtwerk)\n\nImage on Image Editor -> Paint does not update when being drawn on at certain close view levels until the viewport is moved \n\nLoad default scene\nSwitch to Texture Paint tab\nCreate new image\nZoom in 7 or 8 times (for reference I am using a scroll wheel that has steps)\nDraw on the image\nIt will sometimes update fine, sometimes stop updating when it passes over a what looks like a UV boundry, that extends off the screen\n\nSee gif where I added a material to it\nSorry if this has already been reported, haven't been able to find a public bug tracker\n[image_paint_bug.blend](image_paint_bug.blend)\n\nThis is the file I (-- @lichtwerk) used on linux to bisect/reproduce on a 1920x1080 display (since this seems to depend on monitor/zoom etc):\n[image_paint_bug_repro.blend](image_paint_bug_repro.blend) ",
"Canvas picker doesn't get immediate update with change of active canvas\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nCanvas picker was introduced with 3b5df8a7ea\n\nCanvas picker doesn't get immediate update with change of active canvas. It only gets updated after other action after that.\n\nex: weight paint\n\n\n\nIn case of sculpt paint mode it's dimmed until the first stroke of paint and other update action (hover on canvas picker in this case) after that.\n\n\n\n",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n",
"Layer Switching Shortcut Inconsistency\nThere is some improvement concept for collections shortcuts.\nCurrently, 1234 buttons shows a collection, but sending objects requires name in menu (M - \"Collection 1\" - \"Collection 3\" for example)\nThat would be nice if moving to collection will also support their number.\n\nFor example, \"5\" button shows collection called \"Lighting Collection\", so pressing \"M5\" will send selected objects to it.\n\n----\n\n*See: #55162#619317 - originally from @1D_Inc*",
"Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n \n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)",
"Cloth physics cache gets reset by changing object materials\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 11)\nWorked: unknown\n\nWhen using a cloth physics simulation, if you add or remove a material from an object, the cloth system cache is reset (\"cache is outdated\"). I don't think the material affects the cloth physics in any way (as it seems you can change any parameter within the material without the cache resetting), and therefore this should probably not happen. Please correct me if I am wrong and the material does affect the physics somehow.\n\nIn the default scene, enable cloth physics for the cube. Let the playback run for a few frames, building up the cache. Add a material to the cube; now the cache gets reset.\n\n",
"Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n",
"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)",
"Disabling collection in the outliner does not entirely disable all the calculations connected with that collection\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: version: 3.2.1\nWorked: 2.79\n\nIf you have a collection with some armature (*say \"Character\" collection*) and some other collection that has objects linked to that armature (say \"Character's Clothes\") and there are some heavy models there (*lots of modifiers, faces, etc.*), then the armature performance would be abysmal until you completely delete that collection from the Scene.\n\nBased on an attached .blend file.\n 1) Move any armature's bones with \"Sides\" collection **ENABLED**\n 2) Observe lag\n 3) **Disable**\"Sides\" collection\n 4) Move any armature's bones\n 5) Observe lag\n 6) **Delete Hierarchy** \"Sides\" collection\n 7) Move any armature's bones\n 8) There would be no lag\n\nWhich means that after you disable collection in the Outliner, the calculations that are connected to that collection's objects are not entirely disabled like it was with Layers in 2.79. So, if the objects in the second collection are really compute-intensive, the whole scene is going to lag.\n\nI have attached a blend file and a video of this happening.\n[lag_example.blend](lag_example.blend)\n[blender_vp_lag.mp4](blender_vp_lag.mp4)",
"Rigid Body System stops working when particle system added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.15019\n\nBroken: version: 2.82 (sub 7) & 2.83 (sub 5)\nWorked: -\n\nI have a rigid body collision setup with various chained constraints - if I add a particle system to any of the active rigid body objects, the simulation ceases to run.\n\nBlender file attached. Try adding a particle system to the 'Brick to test particle system' object in the main collection (or any other active object, the specified one simply for convenience). \n\nThe simulation will not run. Remove the particle system, the simulation runs again. \n\nI would like to add particles emitting from the objects to simulate debris/dust but hit this issue and can't find any workaround. \n\nAny insight much appreciated!\n\n\n\n[Wall destruction march v1.blend](Wall_destruction_march_v1.blend)\n\n",
"Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n\n\n\n\n\n\n\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty."
] | [
"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."
] |
uv channel auto select
Operating system: win 10
Graphics card:gtx1060
2.80
There is a mesh with 2 uv channels. 1 color 2 lightmap. make a duplicate of the mesh. select the first mesh select 1 uv channel. select the second mesh, select the 2 uv channel. select 2 meshes, click the tab, but the channels remain selected are different. one channel is not automatically selected for 2 or more meshes. in the channel list the channel will be highlighted but the selected ones will be different. this is confusing and leads to unnecessary consequences. I thought I only edit the lightmap, and as a result, the color also broke.
Based on the default startup or an attached .blend file (as simple as possible). | [
"Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n",
"Multiple Edge Loop Selection doesn't always work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: 3.3\n\nMultiple Edge Loop Selection (Shift+Alt+Select) will sometimes stop working until Shift is released and depressed again. Problem started in Blender 3.4 and did not exist in Blender 3.3 (tested).\n\n\n- Create a cylinder primitive.\n- Enter Edit Mode.\n- Attempt to Edge Loop Select multiple edges by holding Shift+Alt and clicking on them. Occasionally, this function will simply stop working after the first few selects -- no more edge loops can be selected -- until Shift is released and depressed again.\n\nThis problem does not occur for general multi selection (when only Shift is held).\n\n",
"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",
"Joining meshes (having equally named attributes on different domains) leads to name collisions for attributes (leading to e.g. errors on gltf export)\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\n\nIf I have two attributes with same name, and try to export it as glb, exporter produces huge page of inner errors,\nsay that there is name collision, but do not say what object cause the issue.\nExpected: short message, more readable, says «object _objName_ have name collision in attributes. Attribute_name appears more than once, can`t export»\n\nIn case when you have hundreds of objects with dozens of attributes it is hard to find where the issue is and fix it. And such long page of errors only confuses user.\n\n\n- on one mesh object, create a color attribute on the `Vertex` domain (doesnt matter if `Color` or `Byte Color`) called `Color`\n- on another mesh object, create a color attribute on the `Face corner` domain (doesnt matter if `Color` or `Byte Color`) called `Color` as well\n- join the two mesh objects\n- leads to name collisions (two `Color` attributes on the same mesh)\n- leads to errors on e.g gltf export\n\nThis is also true for other attributes (does not have to be color attributes really)\n\n**Original report**\n\nOpen file [atrcollision issue.blend](attachment), try to export as gltf/glb, check error log.\n\n",
"Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n\n\n[tmp_2.blend](tmp_2.blend)",
" Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n",
"Extra, doubled specular term in Specular shader\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.5\nWorked: 2.92.0\n\nSpecular shader (for Eevee only) contains two specular terms. One is controlled by the inputs; the other is uncontrollable and is an extra, monochromatic specular term on top of the term that should exist.\n\nChange rendering engine to Eevee. Create a mesh and a material for that mesh. The material should be a specular node with 0,0,0 black Base Color, 0,0,0 black Specular, 0,0,0 black Emissive, and 0 Clear Coat. Light the world with a 1,1,1 white background, with the strength of the background being an inverted light paths/is camera ray so that you can see. Switch to a rendered preview. Expected: mesh is black. Actual: mesh has a grayscale specular:\n\n\n\nVerified proper behavior in 2.92.0. I believe that this bug was actually introduced sometime inside the 2.93.x family, but I haven't tested all versions. I only noticed it upon upgrading to 2.93.5 and believe I would have noticed it in 2.93.3 (my previous version) if it existed there, so I suspect it's new since then.\n\nShows up on material preview, viewport render, and real render as well.\n\nThis is probably pretty high priority-- it'll screw up anybody using the Specular BSDF, in a way that users will find difficult to debug, including on old files.\n\n[#92551.blend](T92551.blend)\n\nImmediately visible in provided file\n\n",
"UV: (investigate) Render UVs of selected object in UV Editor while in Object Mode\nCurrently, the UV Editor only works while in \"Edit\" mode.\n\nHow firm is that restriction?\n\nIt would be nice if we could view UVs in the UV editor, even in \"Object\" mode.\n\nIf would be even nicer if we could use the basic edit tools, such as move, scale and rotate on those UVS, again, even in Object mode.\n\nUVs can be generated and adjusted procedurally, but there's no good way to see them. It would be nice to allow displaying (not editing) evaluated UVs. Combined with features like visualizing overlapping faces, this could save a lot of time.\n\nThis is an *investigate* task, to see if such a thing is even possible. If we discover it's possible, we'll then need to decide if it's desirable.\n\nThanks @BlenderBob for the inspiration!\n\n",
"Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n",
"Viewport don`t updated, when UDIM tiles is created\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\n[video](-PMixtP5f3c)\n\n- Create a model where the UVs are spread across several UDIM tiles\n- Create a UDIM texture and use it within the material -- but do not create all the tiles necessary to cover the UVs\n- Go into Material Preview mode in the Viewport -- pink sections of the model should appear\n- Create a UDIM tile to cover the UVs\n- The Viewport will not be updated until some interaction occurs (the bug; an update can be triggered by orbiting the viewport or making a selection for example)",
"Improve usability of Group Colors in animation editors\nProblem:\n\nWithout going into much detail, as it stands in the animation editors for the right contrast to be achieved between the white text and the colours they have to be dim but to be useful in the view port they need to be bright (again for contrast).\n\nBlender's default colors unselected in the viewport:\n\n\nOriginal Group Colors selected in the viewport:\n\n\nBrightly colored bones are especially important in the 3D Viewport when they have thin shapes. Dimmer bone colors are hard to see over Blender's dark wireframe and dark background.\n\nIt's really hard to tell apart the selected ones from the non selected ones.\nIf i didn't show you the first picture and you only looked at the second picture you wouldn't have a clue whether any bone is selected or unselected.\n\nThe Rigify add-on uses bright bone colors to aid visibility in the 3D Viewport. However, this makes the channel list unreadable, as can be seen in the image below.\n\nFor optimal readability in the Channel List the colors would have to be darker, which conflicts with the requirements for the 3D Viewport.\n\n\n\nThis method has 1 great side and very important for animation which is making very obvious and clear which bones are selected, unselected and active.\n\nAnd the downside is that the dope sheet/graph editor gets even more unreadable when you expand the channel's attributes:\n\n\nLeaving us in at a point of: bright groups will give us the readability we need in the viewport but mess completely the animation editors and on the default colors improving the readability in the animation editor but making it really hard on the eyes in the viewport.\n\nSo currently the existing solution\nHere comes: \n\n\nAn option that has been there for ages and has proven not only useful but for anyone that works with character rigs is the first button they press every time they go to the graph editor posing a new problem: the option is local to the file, so every new shot, every new animation you need to un-tick this box in every animation editor.\n\nSo there are a few things here we propose which \n\nFirst: **Move the option to the Animation preferences panel**\nPros: you as user chose how do you like it to stay, even if it its on by default you turn it on once and that's it.\nCons: it's still on by default.\n\nSecond: **Redesign the way the bone group colors are presented in the animation editors**\nPros: done well means we could eventually get rid of the option to turn on/off if we come to a solution that is non intrusive a-la outliner, taking full advantage of all the ideas that at this moment seem to be playing against each other.\nCons: longer process to design and implement correctly.\n\nIn adition to the presentation of the bone group colors in the animation editors we also can see that creating and editing group colors can be time consuming and way more complex than we want it to be, we'll propose a simplified yet powerful version that will be more clear and faster to setup.\n",
"Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\n\n",
"When selecting a Bone Group color set and then reverting it to default, the preview colors of the last color set remain unchanged\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nWhen selecting a Bone Group Color set and then reverting it to default, the preview colors of the last color set remain in the UI.\n\nCreate Armature, add a second bone. Enter Pose Mode, select both and add them to a new Bone Group. Select a different color set. The new colors appear to the right of the dropdown. Then select Default Colors again. The colors right of the dropdown stay unchanged but the bones in the viewport revert to the standard display color.\n\n\n\nWhat it should do: when selecting Default Colors again, revert the preview colors to default as well.\n\n",
"Color Ramp node keyed colors and keyed positions jumps to the next color stop when adding or removing color stops\nBroken: 2.7x, 2.8x\n\nThe keyed color and position should be assigned to the color stop itself, not it's order. As of now it follows the order of stops, so the keyed color and position jumps from one color stop to next one when a color stop is added or removed.\n|[2020-06-16 17-27-47.mp4](2020-06-16_17-27-47.mp4)|[2020-06-16 17-13-58.mp4](2020-06-16_17-13-58.mp4)\n| -- | -- |\n\n- open blender \n- go the shader editor\n- make a new material\n- add a color ramp node\n- Press \"i\" with the mouse hovering the black bar to key the color.\nnow the white color stop and do the same, key the color by pressing \"i\" over it.\nnow select the black color stop and remove it by clicking the \"-\"\n- press space bar to play, the keyed color will jump from the black one that was removed to the white one.\nThe same happens if you key the color stop's position instead of it's color.\nIt also jumps when adding in a color stop instead of removing one.\n"
] | [
"Multiple UV maps editing not working properly\nOperating system: Windows 10 PRO\nGraphics card: Gigabyte Radeon RX 570 8GB\n\nBroken:\n2.80, 0d86259fc8a3, blender2.8, 2019-02-16\n\n\nHaving selected multiple objects and adding a new UV map adds new UV map only to the active object.\nAlso when selecting an UV map in the UV editor on multiple objects at once when objects have different UV map active cause to swap the active UV map to other on every object, but not setting the proper UV map.\n\n\n\n[lightmap.blend](lightmap.blend)\n\nAdd second UV map to multiple objects selected - new UV map will be added only to active object.\nOn one object change the active UV map, then select all objects in the scene and go to UV edit. In the UV editor change active UV map - active UV map will change on all objects based on what UV map was set as active before or active UV map will change only on active one."
] |
Delete operator in Blender File mode of Outliner Editor can not be mapped to a hotkey
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76
Broken: version: 3.0.0
When using Outliner in Blender File Mode, Delete operator is not assigned to any hotkey by default, and hence the Delete key does not work in this mode to delete datablocks. When using the Right Click context menu to assign a Delete key shortcut to this operator, Blender throws a "Unsupported key: Unknown" error. The assigned shortcut then does not work.
1. Open a default new blender file.
2. Set the Outliner to Blender File mode
3. Open material section, select the "Material" material and press delete. Observe nothing happens
4. Right click the Material, and observe the Delete operator has no keyboard shortcut assigned.
5. Right click the Delete operator in the context menu, select Assign Shorcut, and assign it to the Delete key. Observe the console error: "Unsupported key: Unknown"
6. Now that the Delete key is assigned, try to use it.
Result: The Delete key does not work in Blender File Outliner mode despite being assigned.
Expected: The Delete key works (and should be assigned in the default keymap out of the box).
| [
"Disable Constraint Drivers Not Visible When Opening Older Files in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: (before 3.0)\n\nCaused by d6891d9bee\n\nDrivers put on the \"Disable Constraint\" switch are no longer accessible in the viewport.\n\n**`2.93`**\n\n\n[Constraint Driver Bug 2.93.5.blend](Constraint_Driver_Bug_2.93.5.blend)\n\n**`3.0`**\n\n\n[Constraint Driver Bug 3.0.blend](Constraint_Driver_Bug_3.0.blend)\n\nDriver does still work and is visible in the Driver Editor window, however it appears invisible on the constraint, Right Clicking the icon where the Driver is supposed to be does not come up with options to delete or edit that driver, button itself cannot be manually turned On or Off either.\n\nIn any Blender before 3.0 Add a driver to the \"Disable Constraint\" button on any of the constraints. Save the file and open it in 3.0.\n\n",
"Bevel Tool cycling through percent mode locks numerical input\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nIn edit mode, if you input a precise value for a bevel (edge bevel tool), like lets say 0,5, and then cycle through the modes (M-key), after cycling past the percent mode, it resets your numerical input to 0, and you cannot change it anymore.\n\nDepending on what value you have input, and whether you have also moved your mouse or not, gives different results. Sometimes it resets to 0, sometimes to another number. In any case, it is then frozen, and you cannot change it.\n\n\nVersion 1, without mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to 0.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n\nVersion 2, with mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Move your mouse around\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to some other value, probably based on the mouse position.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n",
"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\">",
"Assign shortcuts: add support for enum menus\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nFor group menus, can't assign shortcuts by right click, and no python tooltips on this. maybe it's not bug, but really need it.\n\n\nscreenshots:\n\n\n\n\n\n\n",
"Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.",
"Menu label does not update after \"Remove Shortcut\" from context menu\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: all\n\nAfter \"Remove Shortcut\", the menu label is not updated properly.\nJust for a moment, but it's noticeable.\n\n**Only in the case when the \"Remove Shortcut\" menu item (mouse cursor actually)\nis located above the deleted item or above separator.**\n\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",
"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",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Edit mode has two different knife tools\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\n\nThe knife tool accessed through the button on the left side panel is different from the one accessed through the shortcut K, as the latter is not affected by settings.\n[1506-2326.mp4](1506-2326.mp4)\n\nChange the settings of the knife tool and notice they don't reflect when it's accessed through the shortcut.\n",
"Pie Menu Hotkey Customization\n# Summary\n\nAs a blender user, I am interested in customizing the hotkeys for pie menus. If properties with key press events can be added to a layout, then it follows that operators with key press events should be possible to be add to a layout as well. This applies to pie menus, but also to the items in any layout.\n\n## Current\n\n```python\n# 4 - LEFT\npie.operator(...)\n# 6 - RIGHT\npie.operator(...)\n# 2 - BOTTOM\npie.operator(...)\n# 8 - TOP\npie.operator(...)\n...\n```\n\n\n## Desired\n\n```python\npie.operator(..., key = 'l')\npie.operator(..., key = 'r')\npie.operator(..., key = 't')\npie.operator(..., key = 'd')\n...\n```\n\n\n# Intro\n\nNew to blender source code, been trying to interact on blender discord and blender developer chat for a few days. Trying here now.\n\n# Motivation\n\nIn principle, pie menus are like interactive modal hotkeys, similar to vim. New users can open a pie menu to see what functionality is relevant in a given context, and experienced users can press a key to open the pie and a second key to choose the operator. Modal pies are to modeling what tab completion is to coding.\n\n# Current State\n\nThe numpad keys 2,4,6,8 activate the items in a pie menu, and I'm struggling to figure out how I might be able to customize those hotkeys for each pie menu. If there is a way, I missed it.\n\n# Desired State\n\nEach operator added to a pie layout can be configured to have a specific hotkey.\n\n# So Far\n\nThe [UILayout class](bpy.types.UILayout.html) has a `.operator()` method which could be modified to accept a hotkey to trigger the operator while the pie is active.\n\nThere is also a `.prop()` method which accepts a param `event (boolean, (optional)) – Use button to input key events`. If properties with key press events can be added to a layout, then it should be straightforward that operators with key events can be added to a layout.\n\nI haven't been able to find the source code for the UILayout python class (the UILayout_Fake class inherits UILayout):\n\n, but there is a section of `source/blender/makesrna/internal/rna_ui.cc` that might be defining the class jointly for C++ and python.\n\nI also can't find the `.menu_pie()` implementation anywhere:\n\n\n# To Do\n\n1. Find the UILayout class implementation\n2. Find the menu_pie function implementation\n\n# Relevant Links\n\nHere is an example of typical pie menu code: ui.py\nHere is some discussion of hacking modal hotkeys into blender addons: 2\n\n",
"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",
"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",
"driver expression not updated in command line rendering and render with lock interface\nOperating system: Macos\nGraphics card: M1\n\nBroken: 3.1.0 release version\nWorked: don't know\n\n\nWhen assign a property with driver expression (such as `#frame`), then write a script to print out the property value at each frame in `bpy.app.handers.frame_change_post`, then render animation with `lock interface`, or command line rendering (which needs to register the script), then the value printed from python code is not updated, it always prints the same value.\n\n- Open attached file\n- Run the script\n- Render animation (check output in console: frame numbers stays 0)\n[untitled.blend](untitled.blend)\n- - -\nTo repro from scratch:\n- Use the default cube, then change its `location.x` to `#frame`, then write a script\n```\nimport bpy\n\ndef fun(scene, despgraph):\n print(\"from python: \"+str(bpy.data.objects['Cube'].location.x))\n \n \nbpy.app.handlers.frame_change_post.append(fun)\n```\n- then render animation with `lock interface`\nThe value printed from python code is **incorrect** and always the same value\n\nFrame value can be **correctly printed**, when render without `lock interface`. \n\nBecause I mostly need it to work in command line rendering, but I found it has the same problem when render with `lock interface`\n\nThe file `untitled.blend` does the same thing as I talked above, once you open it, run the script, then render the animation, you can see the output in console.",
"Missing modal keymap settings for operators such as `Inset Faces`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: unknown\n\nHi. Today I noticed that in the preferences there is no panel to customize hotkeys in modal mode for the \"Inset Faces\" operator.\n\n"
] | [
"The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n"
] |
Keying hide objects
Operating system: Windows 10
Graphics card: AMD R9 390
Broken:
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
blender-2.80-60b930af3e73-win64
Hello, there is a problem with the keying of hiding objects. Keys are created, however, objects do not disappear and do not appear. Regards Adrian
Based on the default startup or an attached .blend file (as simple as possible).
| [
"Particles disappear, motion blur not showing properly\nOperating system: Windows 10 Pro, version 21H2, OS version 19044.2486, 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB, version 31.0.15.1694\n\nBroken: version: 3.2.1\n\nParticles disappear in animation, most notable at the beginning.\n\nDuring the dissolve effect, motion blur isn't showing. At the moment the effect ends, motion blur shows up.\n\n1. Render e.g. frame 16; particles are not showing, no motion blur.\n2. Render e.g. frame 31; all particles seem to be showing, motion blur.\n\n",
"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",
"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)",
"Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n",
"The SHIFT key, mapped on my graphic tablet is not working in Blender 2.80\nOperating system: Windows 10\nGraphics card: NVidia GeForce GTX 1070\n\nBroken: 2.80 25-12-2018\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\nI own a Huion NEW 1060 PLUS 8192 graphics tablet. One of my keys is mapped as SHIFT, but Blender doesn't recognize it at all. As one of the pen keys is mapped as the Middle Mouse Button.\nAnother key on the tablet is mapped as CTRL, another as ALT etc. and they all work with the MMB on the pen, but the SHIFT key is not recognizable to Blender. I can zoom, I can rotate, I can change views but i cannot pan nor select multiple objects. Basically, everything that is connected to the SHIFT key is dead.\nBlender recognizes the keyboard SHIFT key, as well as a mapped SHIFT shortcut on the mouse, but not on the tablet.\nAll around the OS and in Rhino, Photoshop, Illustrator, the Shift key from my tablet is working perfectly, but inside Blender no.\n\nOh, and this is the first time I'm trying 2.8. \nEverything works fine in 2.79.\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Regression: Copy of eval mesh may keep shape keys\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 4.0.0 Alpha\nWorked: sort of 2.79 (the API was a bit different). And in 2.90.1, only the first buggy scenario (see below) is present\n\nCalling `Object.to_mesh()` on an evaluated mesh keeps the shape keys in some circumstances, even though the shape keys and modifiers have been applied to the mesh.\n\nThere are two buggy scenarios this can create:\n1. A mesh whereby the mesh vertex positions do not match its reference ('Basis') shape key positions. This is a fairly common unusual state (there are a number other ways to get into this state) which causes issues with creating new shape keys with `from_mix=False` and exporting with most exporters that support exporting shape keys (#98890). \n2. A mesh whereby the number of mesh vertices does not match the number of shape key 'vertices'/data. This is a particularly buggy state that should never happen. Notably, this does not occur in 2.90.1 and earlier, and from 2.91.0 to 3.3.x it also happens to meshes created by `Object.data.copy()`.\n\nIn both cases, simply removing all the shape keys will restore the meshes to their expected states because both the shape keys and modifiers have been applied to the mesh vertices as expected.\n\nIt's not clear which of `Object.to_mesh()` or `Mesh.copy()` is at fault for not removing the shape keys.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph, you choose with the function arguments whether or not to apply modifiers:\nWhen using apply_modifiers=True, the new mesh has no shape keys as expected.\nWhen using apply_modifiers=False, the new mesh retains its shape keys as expected.\nAdditionally, in 2.79, `Object.to_mesh()` creates a new Mesh data-block in bpy.data.meshes rather than creating a temporary Mesh owned by the Object.\n\nScenario 1 (mesh vertex positions do not match reference shape key positions)\n\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the magenta meshes\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)`\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has shape keys\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nScenario 2 (number of mesh vertices does not match number of shape key 'vertices'/data)\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the black meshes\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Add an Array modifier with default settings to the Object\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=False, depsgraph=depsgraph)` # Note: False this time\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Remove the Array modifier from the Object to avoid confusion\n1. Observe that the new mesh has shape keys\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nAttached is a .blend (authored in 2.80) that has a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) or creating meshes from evaluated Objects with `Object.to_mesh` as well as comparing the behaviour of the similar `BlendDataMeshes.new_from_object` function and `Mesh.copy()`\n\nThese are the results of running the script in the attached .blend in 4.0.0a:\n\n\n",
"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",
"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)",
"Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n",
"Mask Opacity keyframes not visible anywhere.\nUbuntu 14.04 64x\nnVidia GT620\n\nBroken: 2.78a\n\nKeyframes in LayerMask \"Opacity\" or \"Invert the mask B/W\" can be created. These keyframes exist in an existing Action (can be seen in Outliner - Actions and has datapath), but they don't appear in DopeSheet - DopeSheet nor DopeSheet - Mask. They can't be modified as the other keyframes. Nor changing its type (keyframe, interpolation, handle).\n\n- Open this file: [101-mask-keyframes.blend](101-mask-keyframes.blend)\n- Check the MaskLayer Opacity animation by going from 10 to 20 and back. Keyframes are visible only in the slider (as yellow slider).\n- The same with \"Invert the mask B/W\". Frame 30 and 40 have keyframes.\n\nEDIT: file uploaded.",
"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)",
"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)",
"Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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.*",
"Auto keyframing causes Duplicate Linked object to change location \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.1.0\nWorked: Never (2.8+)\n\n- Open new general animation template,\n- Turn on auto keyframing\n- Add a mesh object\n- Alt+D create few Duplicate Linked objects,\n# Change frame\n\nDuplicate Linked objects will change location.\n"
] | [
"Keyframing of hide viewport and hide render not working\nOperating system: Linux Mint 19.0\nGraphics card: Nvidia GTX 1080Ti\n\nBroken: blender - 2.80-60b930af3e73\nDate - 2018-12-25\nHash - 60b930af3e73\nWorked: N/A\n\nKeyframing of hide viewport and hide render not working\n\n1) Select the cube from the default startup file \n2) Go to frame 1 of the time line\n3) Click Disable object in viewport to hide the cube and press i while the cursor is on the tool icon to add keyframe for the hide_viewport data path\n4) Click Disable object in renders and press i while the cursor is on the tool icon to add keyframe for the hide_render data path\n5) Go to frame 10 of the time line\n6) Repeat steps 3 and 4, this time to enable the object (make it visible) \n7) The object is visible throughought the animation; the expected behaviour is it should be hidden during first 10 frames\n8) In the dope sheet view clicking in one of the frames from 1 to 10 hides the keyframe markers and action data on the left panel\n\nPlease refer to the sample file.\n\n[hide_viewport_keyframe_issue.blend](hide_viewport_keyframe_issue.blend)",
"Crash on toggling \"hide object\" if \"disable object\" is driver controlled.\nOperating system: Linux Mint 18\nGraphics card: 2x GTX 780 SLI\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-05 03:23, type: Release\n\nRealising as i write this, that the issue is partially that the driver isn't hiding the object and therefore not making the eye icon disappear.\n\n\n1. Create an cube\n2. Create a driver on the Disable Object icon in outliner\n3. Set driver to value 1 (so the object is disabled) Note the object doesn't disapear or eye icon close, like it should when you click with mouse.\n4. Click the eye icon - crashes"
] |
Face select unpredictable
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.98
Broken: version: 2.80 (sub 68)
Worked: (optional)
Clicking in the viewport to select faces is unpredictable. faces under cursor aren't being selected, instead som far away face is being highlighted.
Launch blender, enter edit mode, enter face mode, try to select faces with select tool, be disappointed.
| [
"Expand face sets freeze blender when cursor is on mesh boundaries\nOperating system: Linux (Mint 21) \nGraphics card: RTX 3070 Ti\n\nBroken: 4.0.0 alpha, 12f51bd1c77b, master, 2023-09-21, as found on the splash screen)\nWorked: 3.6\n\nTry to create new face sets from first or last face loops on a cylinder.\nBut expand Face Set from boundaries is frozen in 4.0 alpha.\n\n\n- Open the blend file\n\n- Switch to Sculpt mode\n\n- Move your cursor outside boundaries and press Expand Face Set (Shift +W). (See on pictures)\n\nAt this point, Blender freeze, not crash. No more info in console.\n\nBug :\n\n\nExpected (3.6 version): \n\n\nThanks for your help.\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",
"Workbench: shadow/face still visible at clipped side of view\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\n\nClipping view do not clip shade effect\n\n\n\n[untitled.blend](untitled.blend)\n",
"Triangulate non-planar faces with \"beauty\" method produces faces that point in different directions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nTriangulating long faces on this cylindrical objects creates incorrect triangles when Beauty method is selected\n\n1. Open atached file\n2. Select faces as shown on the first image\n3. Apply Triangulate Faces\n4. Observe results similar to the second picture\n\n\n[triangulate_problem.blend](triangulate_problem.blend)",
"Asset drag & drop usability improvements\n*(Just a quick task to note something down.)*\n\n* Improve feedback when dropping will fail in current context (e.g. dragging a material onto an empty object). E.g. the cursor could indicate it.  Plus, if the operator sets the \"poll message\", we can show that message to explain why it's not working, just like we sometimes show in a tooltip why a button is disabled.\n* Surface orientation/snapping.\n* Start fetching (append/link) asset when starting to drag, so dropping it will place it instantly without waiting.",
" Selection future-proof design\nThere is an attempt to use GPU even more for selection, while we still have some long standing issues there:\n\n* Depth Select has performance issues on some systems.\n* Occluded selection is limited by screen resolution #75860 (Faulty selection when zoomed-out).\n\nWe should move forward with our selection design, get this over with, and make sure snap/selection/... all fall in line with the same design, so no effort is wasted going multiple directions.\n\nWorth noting that the VR project, and the eevee / cycles fisheye in the viewport selection task needs an abstraction between what is drawn in the viewport and what we select. It may be possible with the current architecture, but if we are to change things (going cpu?ray cast?) these cases should be taken into consideration.",
"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)",
"Unexpected viewport bone limit\nOperating system: Ubuntu 22.04.1 LTS\nGraphics card: NVIDIA Corporation GA106 [GeForce RTX 3060 Lite Hash Rate]\n\nBroken: 3.3.5\n\nSelecting the 8192th bone in an armature with 10.000 bones will select bone 0.\nWith to many bones in one armature viewport selection fails.\n\n1. Open a fresh blender instance\n2. Create an Armature and add 10.000 bones\n3. Select the 8192th bone.\n-> The 0th bone will be selected instead\n\nSelecting the bone via the outliner works as expected.\n\n",
" Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.",
"Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n\n\nIf you hide the middle face...\n\n\n...and then Subdivide the two remaining faces...\n\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?",
"Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n",
"pan gesture behaves randomly\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.4.1\n\nHi,\n\nOn external monitor, two fingered pan gesture on a Mac touchpad behaves randomly between orbit and zoom\n\nThis happens when you use the default Orbit & Pan navigation settings. Most of the time it works correctly: You make a two fingered pan gesture and the camera view orbits. But once a while a two fingered pan gesture will zoom the camera view (instead of obiting). As if you are making a pinch gesture (which you are not). I have disabled the pinch gesture on the system level to rule out the possibility that the pinch gesture interferes with the pan gesture. It is not a pinch gesture conflict.\n\nTo me it looks like following is happening. It seems like that although you have multi-touch gestures enabled, the two fingered pan gesture is sometimes handled as if multi-touch gestures is disabled. (When you go to Input > Touchpad preferences and disable Multi-touch Gestures then the camera view always zooms when you make a two fingered pan gesture.) \n\nThis happens about once every minute, and sometimes even a couple times a minute. It's random. When it happens and you don't end the gesture (you keep your fingers down on the touchpad) then you can continue to zoom in and out by moving two fingers left and right. So once the pan gesture handler chooses to zoom instead of to orbit then it is locked in this zoom behaviour until you end the pan gesture.\n\n\nWorkaround: 103973#issuecomment-79513\n\n",
"Vertex paint: polygon selection in X-ray mode do not select back faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\n\nI suppose it is a bug, because , box selection + x-ray have differend behavior in edit mode.\nPlease check. Bug or flaw?\n[2020-01-23_08-12-52.mp4](2020-01-23_08-12-52.mp4)\n[vertex paint polygon selection.blend](vertex_paint_polygon_selection.blend)",
" Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n\n\n\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)",
"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"
] | [
"Single click face select in edit mode is broken this morning.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\nBroken: version: 2.80 (sub 68)\nWorked: (optional) Current Buildbot build from last night (reportedly)\n\nClick to select in face mode on the default cube in edit mode no longer works.\n\nDefault cube, edit mode, face select mode, click on faces.\nIt either selects the wrong face (clicking on the top typically selects the face on the left side etc.) or selects nothing at all.\n\nPerhaps caused by rBd7628d4b7fcd72af48e7b28891e63c9abd88e0a1 ?"
] |
Models become glitchy and transparent in front of images.
Operating system: OSX Mojave
Graphics card: Intel Iris 1536 MB
Broken: 2.80, 7467049055a7
When having background images for model reference, the 3D model disappears in front of the images. Happens to any 3D model in front of the images.
Add an image from the desktop with white background (my scenario) and then start to model in front of it.


Thanks | [
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Viewport is no color corrected correctly (ACES and others on background image from camera and ref images)\nOperating system: Windows 10 x64\nGraphics card: Geforce GTX 970 (primary / screen), 2x Geforce GTX 1070Ti (for Cycles)\n\nBroken: 3.4.1, 2022-12-19 17:00, 55485cb379f7, blender-v3.4-release\nWorked: None\n\nHi, \n\nSo my problem is that the viewport are not correctly color corrected when using OCIO ACES setup (ACES 1.2 for me, just stay on this one cause good for me and others studios). When I want a ref image or a background movie (from sequence images) to track or just to match some color on my lighting, my ref images are bad color corrected, so no clean reference for color picker, no possibility to try a fast pre comp to validate before advanced compositing in Davinci Resolve. The goal of ACES / OCIO is to have the same color pipeline and possibility to match all the footage just knowing the ACES profile used in the studio that send you data (raw exr sended and inform I used ACES cg and texture is in srgb / texture ACES mode and co).\n\nIt's really bad to have all working good in blender for ACES but not the viewport (displayed one, cycles render good aces color on bad colored viewport).\n\nI hope you will focus on this fast cause it's really boring, put in option to put the viewpot in raw linear workflow or fix the way to have the good color when I use my aces \"input sRGB\" on my png \"light\" srgb ref for tracking or when I use my full raw linear exr. I use ACES to be sure to send good color to others studios.\n\nHope it will be fixed in the next realease after the 3.4.1 ;)\nIn attachment my OCIO config + two pictures to show the problem.\n\nNothing to do, it's hard coded in Blender if I read well.\n\nThank you\n\n\n\n\n\n\n[config.ocio](config.ocio)",
"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",
"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",
"Cycles Image Texture Alpha conversion inconsistency with EEVEE and Image Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf an image is packed, it will get displayed differently in Cycles and EEVEE. It changes in EEVEE when\nAlpha Mode is changed from Straight to Premultiplied to match Cycles, but it does not change in Cycles\nby changing that option. If the image is unpacked Cycles will look like EEVEE with Straight Alpha Mode\nand again it will not be changed by the Alpha Mode option like EEVEE is.\n\n1. Open the provided file.\n2. Select the Image Texture Node\n3. Go into the right panel in the Shader Editor (N-panel) into the Item tab and Properties subsection\n4. Render Image\n5. try changing Alpha Mode and rerendering.\n6. try unpacking the image and rerendering.\n7. try changing the Alpha Mode on unpacked image and rerender.\n[packed_image_cycles_display_inconsistency.blend](packed_image_cycles_display_inconsistency.blend)\n",
"Sculpt: masks / face sets invisible in X-ray mode\nOperating system: Windows 10\n\nBroken: 2.91.0\n \nSculpt mask is invisible in X-ray view mode, but you can still paint the mask while in Xray.\nThis makes it hard to trace the background image when masking.\n\n \n\n",
"Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-",
"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",
"Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n",
"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",
"Backfacing wireframes show gaps in Edit Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.1\n\nIn Edit Mode backfacing wireframes are sometimes hardly or not visible. This is especially noticeable when an edge loop is selected (see attached video). It seems as if they are covered by edges that are actually behind them. Maybe I'm missing something, but I've played with a lot of settings.\n\n[Blender Wireframe Gaps 01-1.m4v](Blender_Wireframe_Gaps_01-1.m4v)\n\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",
"Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n",
"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)",
"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"
] | [
"Wrong display of mesh in front of images, on macOS\nOperating system: OS X Sierra 10.12.6\nGraphics card: Built in graphics driver on MacBook Pro\n\n2.80.35\n\nGraphics bug on mesh (Mesh flickering) when image planes are behind mesh, see image: \n\n",
"Image Display Bleed Through Object\nOperating system: Mac OS X 10.14.3\nGraphics card: Intel Iris\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.80, cc5bdf029324, blender2.7, 2019-03-17\nWorked: (optional)\n\nAn image placed, such as a reference image, bleeds through the object regardless of the material settings on the object, shade settings or type of image file. Tried same version on a Windows system with NVIDIA GPU and did NOT experience the same issue. Tried on a MacBook Pro with an AMD GPU and it did NOT experience the issue. \n\nBased on the default startup or an attached .blend file (as simple as possible).\nBased on default startup\n1. Press numpad 1\n2. Add Reference Image\n3. Select a image file from file system\n4. You will see it bleeding through object."
] |
Blender 2.8 and MacOS Mojave
MacOS 10.14 Mojave, MacBook Pro (Retina, 15-inch, Mid 2014), Intel Iris Pro / NVIDIA GeForce GT 750M
Broken: (Version 2.80 2018-09-28)
Looks like blender don't recognise scaling of resolution of retina display and show blender in full resolution and and on start you see only quarter of blender. Left bottom part. 
It happend on start
| [
"Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n",
"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",
"Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n\n\n",
"Latest Blender 4.0 not opening\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: blender-4.0.0-alpha+main.b5c89822ac40-linux.x86_64-release\nWorked: 3.6.3 Release Candidate\n\nAfter double-clicking on the \"blender\" starter-folder, it shows what you can see on the picture, before canceling the session\n\nJust try to start 4.0. I guess it's my drivers and noone can confirm, right?\n\n",
"'Show Instancer' option for Viewport hides the mesh in edit mode\nOperating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: Never\n\nWhen using either Face or Vertex duplication on meshes, turning off `Show Instancer` in the Instancing settings (Object Properties) hides the parent object.\nThe problem is when you enter edit mode. Both the instancer and the instances are invisible.\nOne solution could be to unhide the instancer.\n\n - Open attached file\n - Uncheck 'Show Instancer' for Viewport\n # In the 3D View, press tab or otherwise enter editmode\n\nYou now are editing an invisible mesh - since we can select and edit the mesh, it would be much, much friendlier to allow editing, as the user probably expects this, by showing the mesh just in edit mode - it could be wireframe only or semitransparent, to indicate that it's hidden in object mode.\n\n(This may be considered an enhancement or a bug - at the very least it feels like a lack of polish in the interface, but it would be extremely befuddling to some users should they find themselves in this state.)\n[instancer_bug.blend](instancer_bug.blend)\n\n",
"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) ",
"When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n",
"different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)",
"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",
"Wayland: Incorrect UI scaling on high-resolution screen under GNOME 42.5 w/ fractional scaling\nOperating system: Ubuntu 22.04\nGraphics card: Radeon 6800XT\n\nBroken: 3.4.0, branch: blender-v3.4-release, commit date: 2022-12-06 18:46, hash: a95bf1ac01be, type: release\nWorked: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: b292cfe5a936, type: release\n\nWhen running Blender 3.4 on a display with a resolution of 5120x2160 pixels and a fractional scaling factor of 125% configured in GNOME settings, the user interface is rendered extremely small. This was not the case with Blender 3.3.1.\n\nThis is running under a vanilla Ubuntu GNOME session with GNOME 42.5. Display server is Wayland.\n\nFrom testing various combinations, it appears that using fractional scaling larger than 100% actually reduces the UI size in Blender instead of increasing it.\n\n1. Log in to a vanilla GNOME desktop session using Wayland under Ubuntu 22.04\n2. Under GNOME settings -> Displays turn on \"Fractional scaling\" and set the scaling value to 125%\n3. Launch Blender 3.3.1 and observe the UI size (e.g. see 0MLM8lz )\n4. Launch Blender 3.4.0 and observe the UI size (e.g. see RUmvg3O )",
"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",
"Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !",
"Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug \n\n\n\n\n\n\n\n[untitled.blend](untitled.blend)",
"UI: Wrong text cut-off without \"…\"\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\nBroken: version: 2.80 (where `…` first appeared)\nWorked: never\n\nWhen text can't fit into designated area Blender will cut off last characters and adds `…` at the end. However in some cases it will not add it, instead plainly showing incomplete test.\nAdditionally with long text and limited space Blender will cut middle of a text like this: `start text … end text`. Issue also affecting this case and sometimes will make text to look like this: `start text … end tex`, without last letter.\nThat works for other areas like `Properties Editor`.\n\n1. Open preferences, go to `Keymap`.\n2. Resize window carefully and look how end of a text is behaving.\n[Wrong cut-off with ...2022-01-19 14-02-00.mp4](Wrong_cut-off_with_...2022-01-19_14-02-00.mp4)\n",
"F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n\n\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n"
] | [
"OSX Mojave - interface zoom at start\nMacbook pro retina 13\" late 2012\nMacOS Mojave 10.14\n\nVersion 2.79b (2.79b 2018-03-22, Blender Foundation)\n\nwhen starting Blender since I installed Mojave the interface is zoomed\n\nwhen starting Blender since I installed Mojave the interface is zoomed. it starts using all screen. I need then to go full screen (blender has then its own desktop) to have normal interface size .\nIf I do not then exit the full scree mode, I cannot see any drop down if for example I click on the file Menu.\nEach time I open a pop-up, same story, I need to play with full screen",
"Blender windows are zoomed in\nOperating system and graphics card\nmacOS Mojave 10.14 (18A391), Intel Iris Graphics 6100 1536 MB\n\nBroken: version: 2.80 (sub 22), branch: blender2.8, commit date: 2018-09-19 10:15, hash: a3495279819, type: Release\nbuild date: 2018-09-19, 15:37:17\nWorked: 2.79b\n\nEverytime I open Blender 2.80 Alpha2 on Mojave, blender's window is zoomed in very much (please see attached screenshot):\n\n\n1. Open Blender. Screen is zoomed in.\n2. Go to mac's fullscreen mode through window's green icon or Ctrl+Cmnd+F shortcut. Zoom is now correct.\n3 You can go out from fullscreen mode. Zoom is still correct.\n4. Open new window in Blender - zoom is not correct again in this new window.\n\nIt works all good in 2.79b.\n\nP.s. Does new Blender contains some new gfx drivers? When I opened Blender for the first time, macOS blocked it and I had to go System Preferences -> Security & Privacy to allow opening the app. But... first time there was one extra message that system stopped not only Blender but some \"legacy driver\" from running too. I have allowed it as well (assuming it is part of Blender) and system restarted. Didn't change anything about this zoom behaviour. I just wanted to ask you is this legacy driver part of Blender or not :)",
"OSX Mojave wrong interface scaling\nOSX Mojave\n\nBroken: 2.79 and 2.80 dailies (guess the official builds as well)\nWorked: Previous OS's\n\nOn OSX Mojave and HiDPI screen (iMac 2015 5k) interface is scaled wrong (way too large)\n\n\n\nInstalled OSX Mojave.\nCompiled blender (2.79 and 2.80)\nOpening Blender shows an unreadable interface. You can barely see some buttons (all very large)\nIt's not corrupted.. just extremely large.\nPressing OSX \"Full Screen\" button or starting in OSX \"Low Resolution Mode\" fixes it temporarily.. but saving settings not.\n\nI think the doubling of the interface on HiDPI now has to be scaled 50% or something.. My guess is that everything is 4x too large\n\nThanks for looking into it..\nI'm back on Sierra.. btw ;-)\n",
"Enlarged program window\nMac OS Mojave\n\nBroken: Blender 2.79 daily build, Blender 2.8 daily build (last)\nWorked: Blender 2.79b\n\nWhen opening the blender, it opens in a terribly enlarged. To fix it, you have to override the program window and then double click on the bar to make everything back to normal. The problem began to occur only in daily builds after the Mac Os Mojave system upgrade\n\n"
] |
Blender freezes and crash on color fill
Operating system: Windows 10
Graphics card: GTX 1060
RAM: 16GB
CPU: i5-6600u
Version: 2.92
I was trying to fill in paint for a FBX model I imported.
As I was clicking on the fill paint, the entire Blender software freezes and become stuck.
Eventually crashed and exited.
I uploaded a short video, I also wanted to include the task manager...
It was show the memory peaking from 6GB to 12GB in a few seconds, but it doesn't record it..
[Blender 2021-07-04 18-46-27.mp4](Blender_2021-07-04_18-46-27.mp4)
[system-info.txt](system-info.txt) | [
"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",
"System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n",
"Persistent data –> Out of GPU memory (macOS)\nOperating system: MacOS 12.6.6\nGraphics card: M1\n\nBroken: 3.6.1\n\nIf \"Persistent data\" checkbox is on, after a couple of frames rendering, Blender is quits or just says \"Out of GPU memory\" (a MacOS bugreport and screenshots are attached)\n\nIf I turn OFF persistent data switcher, animation rendering is working fine. It seems, the data is persistent, but the BVH loading happens on all frames, so the memory filling up.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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).",
"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",
"2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault",
"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",
"Filter color bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.1\n\n\nHue color and color bar doesn't sinchronize\n\n1) change object in sculpt mode\n2) use colore filter\n3) option fill\n4) try to change hue color\n\n",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender freezes with big custom data\nmacOS 10.14\nBlender 2.92, 2.93.0, \n\nI found if I store big data (like 5 millions of points) then Blender will freeze a bit. This is not a huge bug but it would be nice not to freeze blender.\n[tmp1.blend](tmp1.blend)\n\n\n\nFor example, a console looks like this if I do \"print(test2)\". And there is no freeze in the console.\n\n\n- Run the script\n- Hover over the custom properties section. (try to rotate the cube to observe the freeze, beachball may take time to show up)/\n\n\n\nMemory usage rises and falls on every hover.",
"Colorpicker: Hue is not saved if Saturation is on 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0 Alpha\n\nThis is an interesting papercut I noticed a lot. When you start changing the hue of a color but the saturation is on 0, it won't remember that hue if you close and reopen the color picker.\nThis can be annoying at times, especially when using the Square (SV + H) color picker layout.\nMy guess is that this is because the values that are actually stored for the color are the RGB values and not the HSV values.\nSo if a color is (0.5, 0.5, 0.5) and you change the hue, it is meaningless.\nBut perhaps this can still be improved since other painting applications are actually saving the HSV values and artists would expect Blender to remember what Hue is chosen even if the color is essentially grey.\n\nThis can be easily shown by changing the hue on a color with 0 saturation. The 2 hue sliders are of course not actually changing the color but they are also disconnected and not remembered.\nBut once there is a bit of saturation this is fixed.\n\n[2021-05-13 18-50-05.mp4](2021-05-13_18-50-05.mp4)",
"(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.",
"GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n",
"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)",
"Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n"
] | [
"Blender 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)"
] |
Box Trim Causes Crash
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30
Broken: version: 2.91.0
The Box/Lasso Trim tool in sculpt mode causes the program to crash. Task manager shows 99% CPU usage. This happens even if I restore factory settings.
- Start a new sculpting file (or add a mesh object and switch to Sculpt mode)
- Select the Box Trim or Lasso Trim tool and use it on the object. | [
"Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)",
"Sculpt Mode Simplify Tool\n * - [ ] {icon circle color=red} This tool should be renamed to 'Detail' because it can both add or remove detail. 'Simplify' is not a good name here\n * - [ ] {icon circle color=red} This tool only works when Dyntopo is enabled. Hide this tool when Dyntopo is disabled, otherwise we are displaying a tool that simply doesn't work.\n * - [ ] {icon circle color=yellow} The main tool setting for this tool is the Detail Size property in the Dyntopo popover. However, this is not easy to know, and cumbersome to change. We should add this property to the main tool settings in the top bar and Tool Settings Properties for this tool. ",
"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 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)",
"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",
"Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n",
"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",
"Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```",
"Blender 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",
"GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Subdividing degenerate faces can cause a segfault\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: N/A, crashes in 2.93 and 3.1.0 alpha as well\n\nSubdividing specific faces on a mesh with overlapping faces can cause a segfault/access violation\n\n1. Open the attached subdivide-crash.blend file\n2. Run the *Subdivide* operator with the currently-selected faces\n3. Crash\n\n[subdivide-crash.blend](subdivide-crash.blend)\n\nManually building the shape doesn't cause a crash. I presume it depends on the exact ordering of the edges and faces. The offending mesh doesn't cause any warnings during validation, though.\n\nThe following remarks are from a lite build of \n5a3d5f751f :\n\nIn a debug build, I hit an assert failure instead of an getting an access violation.\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:149, connect_smallest_face(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment that out, I get an identical assert failure from elsewhere:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\bmesh\\intern\\bmesh_mods.c:206, BM_face_split(), at '!BM_loop_is_adjacent(l_a, l_b)'`\n\nIf I comment *that* out, I hit the segfault:\n\n`SUMMARY: AddressSanitizer: access-violation D:\\blender-git\\blender\\source\\blender\\bmesh\\operators\\bmo_subdivide.c:869 in tri_3edge_subdivide`",
"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)",
"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.",
"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"
] | [
"Crash using sculpt trim tools\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.3 27.20.14501.24001\n\nBroken: version: 2.92.0 Alpha\nWorked: Probably never\n\n- Open Sculpting template\n- Select Box Trim tool\n- Remove ball with tool completely\n- Use tool on empty space\n\nBlender crashes with no stack trace even in debug mode\n"
] |
Unexpected values when baking to vertex color
Operating system: Windows 10
Graphics card: Nvidia RTX 2080
Broken: 2.93.5
Unexpected values when baking to vertex color.
Bake the vertex color of the mesh in this blend file. View the output and you can see there are several black spots. The rendered view of the mesh with the original material does not look anywhere near black in those spots, so it is strange to see the vertex bake appear that way.[vertexColorissue.blend](vertexColorissue.blend) | [
"\"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",
"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",
"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)",
"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.",
"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",
"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",
"Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n\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",
"Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n\nBanding of vertex color is also visible when using it as a color for shader. \n\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)",
"Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n\n\n",
"Geometry Node: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.",
"Shading turns pink if combining UDIM + AOV\nOperating system: Windows 10\nGraphics card: GTX 1070 Ti\n\nBroken: 3.6.1 and 4.0 (963c0ed5e7b0)\nWorked: 3.5.0\n\nShading renders pink (viewport, eevee, cycles) when the material has an UDIM image texture and a AOV Output.\n\n\n\n- In the default's cube material, add an image texture node.\n- Click on \"new\" to create a new texture with \"Tiled\" enabled.\n- Connect the texture to the Principled BSDF node.\n- Add a AOV Output node.\n\nCube turns pink.\n\n",
"Custom Normals Render Artifact in Cycles \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 471.99\n\nBroken: version: 3.0.1\nWorked: Unknown\n\nWhen rendering a cube with custom normals in cycles the render result in cycles has artifacts. This is an issue for us because we also use cycles to bake Ambient Occlusion data to the vertex colors. Those artifacts are than also visible in the vertex colors. The same artifact occurs in previous versions of blender aswell (LTS Blender 2.93.7)\n\n\nBased on startup file:\n\n- Shade the default cube smooth\n- Apply Normals Auto Smooth\n- Add a single bevel using a bevel modifyer and apply it\n- Add a Weighted normal modifyer with weight 100 to the cube and appy it aswell\n# Render in cycles and behold render artifacts near the beveled edges\n\n[custom-normals-cycles.blend](custom-normals-cycles.blend)\n\n\n",
"Paint Mode: Color Fill Tools\nNOTE: This design is still under discussion and is incomplete.\n\n# Issue\n\nCurrently there are different implementations of filling a solid color while in a mode:\n- Fill Tool (Texture Painting)\n- Fill operator (Vertex Paint Mode)\n- Color Filter (Sculpt Mode)\n\nThis needs to be reworked for consistency and to ensure more convenient and efficient workflows.\n\n# Requirements\n\nThere are certain broader features that will be required, no matter how the design of color filling looks like:\n- Fill everything that is not masked\n- Gradual Fill (Not full strength)\n- Fill via gestures (Box, Lasso, Line, Polyline)\n- Fill entire UV-islands, mesh-islands, face sets\n- Fill faces instead of pixels\n\nThere is also the common use of gradients and expand. This should be further notes down in #99770.\n\n# Goal\n\n### Key Problem\n\nThere are many different ways to give all of these tools to the user.\nWhat we should avoid is to have a large set of tools or tool settings scattered throughout the UI.\nThis is already an observable problem with the existing gesture and filter tools in sculpt mode:\n- None of the tools have shortcuts\n- Picking the tool, tool-type and adjusting the settings is time consuming\n- Each tool has their own disconnected settings\n\n### Conclusion\nWe should aim for a more systematic approach.\nAll of the requirements need to be easy to understand and access.\nThat is easier to accomplish if there are fewer tools that are not specifically just for a single purpose.\n\n# Proposal\n\nInstead of adding a lot of new tools/brushes and settings for filling in colors, we can rely on the current and planned masking features.\n\n### Mask -> Fill\n\nFilling should be as instant as possible. But first you need to define what to fill.\nBlender often has a strong design of \"Selecting -> Operation\". By strengthening the masking features via #97955 we could rely on this for color filling operations too.\n\n### Fill Operator\n\nThe most important part as a baseline is a simple operator that immediately fills in everything that is unmasked.\nCurrently this is implemented in Vertex Paint Mode with the shortcut `Shift + K`.\nThis could get a more convenient shortcut on the left of the keyboard.\n\nIt needs to be always clear what color will be used for the operator.\nThe easiest answer would be the primary color of the currently used tool/brush.\nIf the current brush/tool doesn’t have a primary color, then the primary color of the scene color should be used.\nIn that case it becomes very important that this color is somehow exposed. Otherwise there will be too much unnecessary switching between masking and painting tools.\n\n### Auto-Masking\n\nThis way of targeting specific areas is useful for any brush or tool. It already proved itself essential in Sculpt Mode.\nThe aim should be to use auto-masking for the fill operator as well.\n\nIt will be vital to add auto-masking support to the image editor for painting. Topology auto-masking in this case could mask UV islands instead.\n\nOpen question:\n- Is a “UV-island” auto-masking in the 3D Viewport needed or is it more convenient to initialise face sets from UV seams?\nThis could save us space in the auto-masking pie menu.\n\n### Masking Modes\n\nWe also need to allow filling by faces instead of pixels.\n\nWe are already aiming to implement three masking modes in Paint Mode (#97955) and an inverted masking approach (#97903) that could also cover this use case.\nWith this feature it would be as easy as pressing `2` on the keyboard and using any masking tool/operator to mask faces.\nThe fill operator can then fill all unmasked areas, or they can be painted in more detail with any painting tool.\n\n### Gradual Filling\n\nFor this the Color Filter, fill type should still be used. \nBut the fill operator could also get a strength input in the adjust last operation panel.\n",
"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"
] | [
"[Bug] AO Baking to vertex color is broken\nSystem Information\nOperating system: MacOs Catalina\nGraphics card: Intel Iris Graphics 6100\n\nBlender Version\n3.0.0 alpha\n\nRender engine\nCycles\n\nShort description of error\nI try bake AO to vertex colors for simple cube scene, and found hard artefacts with this.\n\n\nExact steps for others to reproduce the error\n1. Create simple scene as in the screenshot\n2. Apply Subdivision modifier with \"Simple\" option\n3. Create vertex color array\n4. Try bake AO to vertex color\n5. See AO artefacts in vertex paint mode."
] |
Linked group goes crazy (sometimes) when switching to Material view.
Win 8.1 64bit; Nvidia 750M
Broken: 2.76 official
Worked: never
I made an asset (window) with some hooks so that I can change the overall dimensions quickly. Than I grouped it with the GroupPro addon (made by JoseConseco, available on gumroad). Then I appended it into a new scene and link all the windows into a new scene. Now there is an error that appears when I switch to Material view (not allways, but quite often) - parts of the window move to some crazy random position. This problem is probably connected with wrong dependency calculation and can be solved by saving and reloading the whole scene.
[Blend.zip](Blend.zip)
1. Unzip the blend.zip
2. Open the file 11-Vstup-Park-Haly.blend
2. Switch the 3d view to Material view - the windows should stretch far from the building
3. Save and revert - windows are back to normal.
| [
"Graph Editor Expand/Collapse Channels collapsing happens on all hierarchy levels at once [Outliner doesnt do this, expanding is also one step at a time]\nOperating system: Mac 10.15\nGraphics card: \n\nBroken: 2.90.0\nWorked: never\n\n(This might be considered a feature request, it would be consistent with the Outliner though)\nIn the Graph Editor when working on the left panel and use '+'/'-' keys on Numpad, the '+' is working well, it opens the collapse levels one each time, but the '-' is collapse all the level in one time. It is not convenient when having lots of things in this panel.\n\n[Screen Recording 2020-09-13 at 22.22.54.mov](Screen_Recording_2020-09-13_at_22.22.54.mov)",
"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",
"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).",
"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",
"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. ",
"Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460",
"Possible 4.0 Top Menu Changes\nI'm hoping that with Blender 4.0 we can take the chance to move some menu items slightly.\n\nOne concern I'd love to address is the discoverability of the \"app\" (Blender logo) menu. I'm sure most users find it eventually, but that won't happen be immediately for new users.\n\nI would address this simply by moving out of that menu anything that a new user might need, and leave it for things that more advanced users use. This moves \"Splash\" and \"About\" items to the Help Menu. The \"System\" submenu expands out. \"Install Application Template\" moves to File Menu. This leaves it with only items that most new users can safely ignore at first: \n\n\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n\n\nWith the \"File\" menu it would be nice to group the \"Loading\" and \"Saving\" items together. This separates \"Import\" and \"Export\". These two items have contents that look almost identical so it is easy to select an import instead of an export and cause damage. This also makes the list shorter so that it can better accommodate #104678.\n\n\n\nFor the Edit menu we can group the items slightly better by making \"Undo History\" a part of the Undo/Redo group. And also make it clear that \"Adjust Last Operation\" is the same that is done when \"Repeat Last\" and is part of repeat history:\n\n\n\nI'd like for the Help menu to look a bit simpler by following our existing recommendations of not showing repeating item icons. And also move the Splash and About here:\n\n\n\nI have a sample PR that can be tested here: 106654\n\n",
"Selecting bones on linked rig has lag\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nAlright, so I had a chat with Bastien and we agreed to make a bug report so that this had a record.\n\nSo in the zip you will find the files \"character\" and \"link\". The \"link\" file has the rig already linked. This is the new [BlenRig 6 ](660103) Rig and ever since we got library overrides people have been experiencing a certain lag when selecting bones on a linked rig.\n\nThis lag can go from milliseconds to a couple of seconds depending on scene load and CPU.\n\nBastien Suggested that disabling Global Undo could fix the lag and indeed it does fix it... but you know, it's not practical to be forced to working without Undo...\n\nIn the zip you will also find two files called \"no_overrides\", there I turned off library overrides for all properties. Unfortunately, the lag is still there when you link the rig.\n\nI really don't know what could be causing this, animation playback works just fine, the lag happens when selecting bones and when scrubbing through the timeline. Maybe you could do some debugging and see what blender is doing on those two operations and why it's taking so long to perform them. \n\n- Unzip the attached file - you will find the files \"character\" and \"link\"\n- Open the file `link.blend`\n- Select some bones to check the performance\n- Go to {nav Blender Preferences > System} and disable `Global Undo`\n- Select some bones to check the performance\n[lib_overrides_lag.zip](lib_overrides_lag.zip)",
"Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n",
"Node Group Inputs\nNode groups serve the purpose of combining multiple nodes into reusable components. To make them more useful, node groups can have a set of inputs that the \"caller\" has to provide. Currently, node groups have one Group Input and one Group Output node. This works well for many cases. However, I'd argue that there is a better way to do it (both approaches are used in multiple other pieces of software).\n\nSome motivation for implementing a new approach:\n- When a node group needs more inputs, there is usually a large node on the left side of a node tree that has links to many other nodes. I'd argue that these links add more confusion than they actually provide information to the user. At some point it becomes quite hard to follow these links through the entire node tree.\n- In the current implementation, there is no mechanism that supports grouping of inputs. \n- Important information like the min/max/default values is hidden in a panel in the sidebar.\n\nPersonally, I think it would be good to allow multiple Input Parameter nodes in a node group. Something like this:\n\n\nSome notes on this approach:\n- For different data types, a different set of settings can be shown. Of course the node can also be collapsed when not all information is necessary.\n- The node can be placed exactly where the value is needed, providing better information when actually working on the node tree.\n- All the settings can still be shown in a side bar to have all information accessible in a single place.\n- We could also allow multiple inputs per Function Parameter node for better grouping of related settings.\n\nImplementation wise, this approach might actually be simpler than the old solution.\nAt the same it scales better when node trees get larger and when we want groups to become more powerful.",
"Bone Transformation - Make Individual Origins work with groups of linked bones\n**Short description**\nWhen the pivot point is set to Individual Origins, and multiple edit bones are selected, when rotating they are expected that each group of linked bones has its own rotation pivot.\nBut instead these bones pivot from the head of their parent, which seems unintentional, considering this works as I would expect in pose mode.\n\n[UncommonGlaringGilamonster.webm](UncommonGlaringGilamonster.webm)\n\nIn the video, is expected Individual Origins to behave the same way as Active Element, since in the case of a single selected(therefore the active) element, those two do the same thing in other cases in Blender.",
"Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\n\n",
"Edges are selected in face mode when deselecting vertices from vertex group Panel\nBlender Version\nBroken: Current main.\nWorked: N/A.\n\nShort description of error\nDeselect Button in Vertex Groups Panel will deselect vertices that are not assigned to any groups. Edges become selected while in Face Mode as well. Also the Select Button will Select Faces that are not assigned too but those Edges that are active in face mode must be Selected for the Bug to work. Pay attention to the Edge around the triangle Fan at the top of the uv Sphere While in face mode.\n\nBlend File Incuded for simplicity\nJust Press the Deselect and notice the Faces that Get removed. and the Edges are actively Selected.\n\n",
"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. ",
"Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!"
] | [
"Weird deformations on linked meshes modified by a curve\nWindows 7 64, GTX 980\n\nBroken: f337fea + ee2b583\n\nI have a problem with linked groups that contain any mesh modified by a curve modifier.\nIf the linked group isnt placed in the scene origin, the topology goes crazy if I change the viewport shading (Solid to Textured Mode).\n\n\n\n[LinkGroupFromHere.blend](LinkGroupFromHere.blend)\n\nSteps:\n- Create any Curve object (circle recommended)\n- Create any Mesh object\n - Give this Mesh a Curve Modifier\n - Use Curve as target\n- (Make sure to edit curve and mesh to fit eachother and have some noticable deformation)\n- Assign both objects to a Group\n- Save file\n\n- Open a new file\n- Switch to Solid Shading Mode\n- Link the Group to this file\n- Move the Group object away from the scene origin\n\n- Bug: Switch to Textured Shading Mode = weird deformation\n\nNote: The weird deformations are more extreme if you move the group object further away before switching to Textured Shading.\nNote: No weird deformation if the group object stays in the scene origin. I guess there is a problem with curve-mesh-origin relation in linked data.\n\nNot sure if this is related in any manner (he had problems with the shading as well):\n#44154"
] |
Rectangle glitches in AO pass when rendering on GPU
Operating system: Windows 10
Graphics card: AMD RX 560X 4GB
Broken: 2,83, 2.90, 2.91 (official versions)
Worked: None
I can only render the scenes with CPU
When I choose GPU, there are rectangle glitches in the final AO pass. I have OpenCL devices (GPU and CPU checked in the Settings, and GPU in the render tab).


| [
"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",
"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",
"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",
"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)",
"Eevee's AO shades even outside of the distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.0\n\nEevee's AO creates certain amount of gradients and shading even outside the Distance area. I'm not refering to the typical screen space oclussion problems. \n\nFor example, if you turn Distance to 0, instead of getting the same result as having AO turned off, you get a gradient. Here's how it looks with a flat lit, diffuse scene:\n\nDistance 0, Factor 0:\n\nDistance 0, with a Factor of 10 to exagerate the effect:\n\n\nEven if the gradient is subtle with Factor 1, it can be very visible in certain workflows. Example: There are no other screen space effects in this image, other than AO, which has small distance anyway but this gradient spans the entire image (I'm aware that 360 is not officially supported but still, the gradient itself is not a fault of the 360 stitching and can be a problem for regular images too \n\nIf this is a limitation of the method, may I suggest a clamping slider of some sort for very light values? Thank you❤\n\nOpen the file and turn AO on and off\n[AOBUG.blend](AOBUG.blend)\n\n",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"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 ",
"Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.",
"Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: \n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: \n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)",
"GPUOffScreen example give strange \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.2\n\n\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \n\n",
"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",
"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",
"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",
"can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n"
] | [
"OpenCL Ambient Occlusion render bug\nOperating system: Windows 10\nGraphics card: ASUS Vega 64 OC Strix (2x)\n\nBroken: 2.8 stable; 2.81, 0d719fcacb3b, 2019-08-11 (Experimental build)\n\nWhen rendering in Cycles (the error does not occur in EEVEE) with an AMD graphics card the AO map of model parts that use the Principled BSDF shader with a Subsurface value above 0 become shaded improperly. The error is hard to describe so I attached a few screenshots to show the problem. This bug only happens when rendered with an AMD GPU, CPU (here used an AMD Threadripper CPU) and Nvidia CUDA rendering works perfectly fine.\n\nTo reproduce that error simply create the monkey head object with a Principled BSDF shader and a Subsurface value above 0 (here I used 0.15) and let it render with the Ambient Occlusion pass enabled and OpenCL. Then, when selecting the AO pass, the error should become visible. To see the error best you could enable GPU + CPU rendering and the AO map should be filled with several squares that looks differently from the rest of the image.\n\nScreenshots:\n\n\n\n\n\n"
] |
Subdivision Surface modifier displays inconsistent normals around creases
Operating system: MacOS 10.14
Graphics card: AMD Radeon R9 M395X 4096 MB
Broken: Blender 2.80 beta 22-01-2019
Worked: 2.79b release
When using the new OpenSubdiv-based subdivision modifier, creased areas display inconsistent normals.
This simple blend file immediately displays the issue:
[OpenSubdiv_Normals_bug.blend](OpenSubdiv_Normals_bug.blend)
Blender 2.8 beta:

Blender 2.79:

As you can see, the area around the crease at the top of the cylinder has inconsistent normals in 2.8 beta.
This is the exact same object with the same crease values. | [
"Surface smooth brush produces artifacts when set to high strength on dense mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\n\nSurface smooth brush produces artifacts if set to high strength, 0 shape preservation and 0 per vertex displacement when used on the very edges of a dense mesh i.e not at dead center or head on.\n\n1) Apply subdivision surface modifier set to level 5 Catmull-Clark on the default cube\n2) Switch to sculpt mode\n3) Switch to Smooth brush and switch deformation from 'Laplacian' to 'Surface'\n4) Set brush strength to 1 and set both 'Shape preservation' and 'Per vertex displacement' to 0\n5) Use brush, 'edge on' i.e not at the center, in orthographic 'Front' view this translates to using the brush the furthest away on the X-axis from the world origin while still being on the mesh.\n\nI have had much more success in reproducing this bug by using brush on the left and right side of the mesh (+ or - X) as opposed to up and down (+ or - Z). In the file linked below i have already set everything up, to reproduce the bug you just have to use the brush at the right place.\n\n[SurfaceSmooth.blend](SurfaceSmooth.blend)\n\n\n",
"Bent concave 2D curve triangulation problem w/ modifiers applied\nBroken: 2.80\n\n[BUG.blend](BUG.blend)\n\n(I think the problem is triangulation)\nTriangulation sometimes has problems with concave shapes, and I believe this is caused by triangulation (without overlaps) being much more difficult in 3d than 2d. But the problem shouldn't really exist (at least in my case) because the triangulation would work fine using 2D triangulation by projecting the points to 2d along the average normal of the face (it bends less than 90 degrees, so 2D triangulation would be perfect).\n\nOpen the project, the shape is completely wrong on the flat faces when using the curve modifier. It's supposed to be a concave crescent shape, instead of the convex hull sorta shape it has now.",
"Regression: GPU subdivision - Mesh does not immediately count viewport statistics\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.3.0 Alpha\nWorked: blender-3.3.0-alpha+daily.`d095fcd6b417`\n\nI didn't do rigorous bisecting but I suspected this is caused by 163f6a17e4 so I tested with a daily build before it was committed.\n\nMesh does not immediately count in viewport statistics with GPU subdivision enabled.\n\n\n\n- Open startup file.\n- Add Subdivision Surface modifier to the cube\n- See the mesh is not counted towards viewport stats\n- Deselect the cube (or do some other action related to viewport display, for example, ticking viewport display options), and see now it is counted towards viewport stats\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",
"Regression: Surface Deform modifier bind to object with different viewport/render subdiv level will be buggy when rendering\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.3.0 Alpha\nWorked: version: 3.2.0\n\nIf object A has a subdiv modifier with different level for viewport/render, and object B has a SurfaceDeform modifier that bind to A.\n\nWhen A is deforming in viewport, B will also deform normally in viewport. However in rendered result, B will become chaotic. Clearly the 'bind' option in B's SurfaceDeform modifier remembers A's vertices that subdived for levels of viewport setting, but when rendering, A will be subdived for levels of render setting, and have a different number of vertices, making B's bind invalid.\n\nAny other modifiers with bind option, e.g. MeshDeform, may also suffer from this.\n\nI wonder if this can be fixed. Two possible solutions:\n1. for every subdiv step, add additional vertices at the end of original vertices. So the original vertices will remain index unchanged, and the bind may work as well.\n2. When rendering, check if render subdiv level != viewport subdiv level, and always use viewport subdiv level for binding of any other modifiers. The render subdiv level should only affect render visual effect. Maybe an option for this can present in subdiv modifier, if this change may introduce incompatibility issues.\n\nFollowing above information, reproduce should be easy. However, an example .blend file is provided.\n1. open example.blend. This file contains a surface with subdiv level 2/5 for viewport/render and a torus with SurfaceDeform bind to it.\n2. F12/render and see the torus go bad.\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",
"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)",
"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",
"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",
"Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)",
"Bevel Modifier and Normal Bevel Skews\nOperating system: Windows 10\nGraphics card: GeForce GTX 3080\n\nBroken: All Blender versions including the latest 2.92\nWorked: Probably on previous versions\n\nHello guys,\n\nThe Bevel modifier and the normal Bevel skews the higher the offset, and does not keep a similar thickness from the outside and inside wall.\nThe current \"solution\" is to bevel a plane and then add a Solidify modifier however the shape alters, which will require applying the modifier and further altering the shape, not allowing for modifier stack workflow. I asked a friend to try bevel in the same way in 3DS Max using my exported FBX and it beveled without skew.\n\nLoad up the scene and you will see the applied modifiers, some of the different offset types have less skew effect but ultimately they all skew quite extensively\n\n[Bug.blend](Bug.blend)\n\n\n\n\n\n\n\n\n\nAs you can see the right shape is only with a Bevel modifier, it keeps the top flush to the shape however gets severely skewed and does not keep a similar thickness on the more rounded off corners. The version with a Solidify is more accurate however does not keep the top part flush with the rest of the shape and requires further modifying and loosing the stack workflow.\n\n",
"UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n\n\n[tmp_2.blend](tmp_2.blend)",
"Inconsistent tool selection and tool settings for different layouts\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\nBroken 2,83,9\n\nAs title said. Inside one layout all viewports have same settings and tool selection.\nExpected: global tool selection for SAME mode and editor. Different tool selection for different editors: 2D paint and 3d paint uses same brush inside one layout (and it is pain because zoom is different)\n\n[2021-02-09_04-19-36.mp4](2021-02-09_04-19-36.mp4)\n",
"Mirror modifier produces odd normals along the seam for Custom Normals.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\n\nDespite the normals of the seam being pre-aligned in mirror plane, so that they shouldn't change, the resulting normals after mirror seam merge aren't the average of the input, but produce some odd angles.\n\n[normals.blend](normals.blend)\nTurn Mirror modifier or it's Merge on/off -> the seam is clearly visible. Resulting normals don't point in the direction of the original vertex pairs.\n"
] | [
"Subdivision Surface modifier generates artifacts with Mean Crease=1\nOperating system: Kubuntu 18.04\nGraphics card: GTX 960\n\nBroken: 2.8 ( 0fe5a789837 )\nWorked: 2.79b\n\n\nI have no idea if this is a bug, something that has not yet been implemented or bad configuration on my part. The only thing I can say is that apparently old subsurf in 2.79b with similar configuration does not produce these artifacts. You note that artifacts disappear even when Mean Crease for selected edges in the .blend file is set to a value of 0.9999...\nBut if you enter 1 value, artifacts on edges appear.\n[SubSurf artifact.blend](SubSurf_artifact.blend)\n\nOpen blend file and you see the outer edges of the selected object.\n"
] |
Blender 2.8 crash on startup
Window 7
Nvidia GeoForce GT 525M
**Blender 2.8**
Broken: (2.8 94722121e57 )
I got this output on my console after blender crash
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
Win32 Error# (3221692565): <no system message>
Win32 Error# (3221692565): <no system message>
Win32 Error# (3221692565): <no system message>
Win32 Error# (3221692565): <no system message>
Win32 Error# (3221692565): <no system message>
Win32 Error# (3221692565): <no system message>
found bundled python: C:\Users\Swedge\Downloads\Compressed\blender-2.80-94722121
e57-win32\blender-2.80.0-git.94722121e57-windows32\2.80\python
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x58CDB133
Module : C:\Windows\system32\nvoglv32.DLL
then i try to run it with mesa software openGL implementation, It worked and load the gui but after sometime , blender stop responding and never respond to user input anymore
| [
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"GPU texture baking with large tile size fails\nOperating system: Windows 10\nGraphics card: Vega56\n\nBroken: 2.90.1\nWorked: 2.83.8\nNot sure if this was a particular commit (or if libraries changed at that time) but this broke between 51ac411ce8 and 5c5a638b57\n\nI was trying to bake 8k emissive map but it doesnt work so i was searching for some error about hour a then try to make 4k emissive map and everything worked jsut fine with same settings, only thing i change was resolution of image from 8k to 4k. After this i try again bake 8k emissive but doesnt work image was empty so this must be some sort of bug.\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug.blend](bug.blend)\n\nThis file has its tile size at 8192x8192.\nWith a tile size of 4096x4096 it works fine.",
"My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n",
"Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Blender 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",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Blender 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",
"Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)",
"2.9.1 Close without error message\nOperating system: Windows 10, 10gb ram, ssd\nGraphics card: Nvidia GTX 650 1gb vram\n\nBroken: (2.83 LTE and 2.90 current available version)\nWorked: (2.82)\n\nWhen rendering with GPU AND CPU, the app crashes, works perfectly fine on CPU only. On GPU only too but slower than older versions.\n\n\n```\nblender.exe :0x00007FF7A5B76440 ccl::kernel_cpu_sse41_filter_finalize\nblender.exe :0x00007FF7A57A9220 ccl::CPUDevice::denoising_solve\nblender.exe :0x00007FF7A57DA470 ccl::DenoisingTask::reconstruct\nblender.exe :0x00007FF7A57D8ED0 ccl::DenoisingTask::run_denoising\nblender.exe :0x00007FF7A57A7240 ccl::CPUDevice::denoise_nlm\nblender.exe :0x00007FF7A57AB590 ccl::CPUDevice::thread_render\nblender.exe :0x00007FF7A57ABA30 ccl::CPUDevice::thread_run\nblender.exe :0x00007FF7A57A60B0 ?_Do_call@?$_Func_impl_no_alloc@V<lambda_d884e08a7877f415f05ce8ffda8f97b4>@@X$$V@std@@EEAAXXZ\nblender.exe :0x00007FF7A7D5F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5EF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFBF5EFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFC08611FA0 o_exp\nKERNEL32.DLL :0x00007FFC0B647960 BaseThreadInitThunk\nntdll.dll :0x00007FFC0B7AA250 RtlUserThreadStart\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n"
] | [
"Blender 2.8 crash on startup, but starts with -d --debug-gpu\nWindows 10 Home 64-bit, GeForce 9600 GS 768MB (NVIDIA driver 342.01)\n\nBroken: 2.80 Hash 0f449541d2e 2018-07-31\nWorked: 2.79b (last official), works like a charm, without GPU rendering though (GPU seems to be too old :)\n\nCrash on startup without notification\n\nStarting Blender the system console can be seen briefly, Blender window opens briefly with only grey background and closes without error. When starting with -d --debug-gpu Blender is starting fine, but so slow that it's a slideshow, even when hovering over a button or menu it needs seconds to react. I also changed to OpenGL Render, but no improvement of performance.\n\n```lines=20\nExtract from 2.79b System info regarding OpenGL:\n==================================\nrenderer:\t'GeForce 9600 GS/PCIe/SSE2'\nvendor:\t\t'NVIDIA Corporation'\nversion:\t'3.3.0'\nextensions:\n\tGL_ARB_ES2_compatibility\n\tGL_ARB_ES3_compatibility\n\tGL_ARB_arrays_of_arrays\n\tGL_ARB_base_instance\n\tGL_ARB_blend_func_extended\n\tGL_ARB_clear_buffer_object\n\tGL_ARB_color_buffer_float\n\tGL_ARB_compatibility\n\tGL_ARB_compressed_texture_pixel_storage\n\tGL_ARB_conservative_depth\n\tGL_ARB_copy_buffer\n\tGL_ARB_copy_image\n\tGL_ARB_debug_output\n\tGL_ARB_depth_buffer_float\n\tGL_ARB_depth_clamp\n\tGL_ARB_depth_texture\n\tGL_ARB_draw_buffers\n\tGL_ARB_draw_elements_base_vertex\n\tGL_ARB_draw_instanced\n\tGL_ARB_enhanced_layouts\n\tGL_ARB_explicit_attrib_location\n\tGL_ARB_explicit_uniform_location\n\tGL_ARB_fragment_coord_conventions\n\tGL_ARB_fragment_layer_viewport\n\tGL_ARB_fragment_program\n\tGL_ARB_fragment_program_shadow\n\tGL_ARB_fragment_shader\n\tGL_ARB_framebuffer_no_attachments\n\tGL_ARB_framebuffer_object\n\tGL_ARB_framebuffer_sRGB\n\tGL_ARB_geometry_shader4\n\tGL_ARB_get_program_binary\n\tGL_ARB_half_float_pixel\n\tGL_ARB_half_float_vertex\n\tGL_ARB_imaging\n\tGL_ARB_instanced_arrays\n\tGL_ARB_internalformat_query\n\tGL_ARB_internalformat_query2\n\tGL_ARB_invalidate_subdata\n\tGL_ARB_map_buffer_alignment\n\tGL_ARB_map_buffer_range\n\tGL_ARB_multi_bind\n\tGL_ARB_multisample\n\tGL_ARB_multitexture\n\tGL_ARB_occlusion_query\n\tGL_ARB_occlusion_query2\n\tGL_ARB_pixel_buffer_object\n\tGL_ARB_point_parameters\n\tGL_ARB_point_sprite\n\tGL_ARB_program_interface_query\n\tGL_ARB_provoking_vertex\n\tGL_ARB_robust_buffer_access_behavior\n\tGL_ARB_robustness\n\tGL_ARB_sampler_objects\n\tGL_ARB_seamless_cube_map\n\tGL_ARB_separate_shader_objects\n\tGL_ARB_shader_bit_encoding\n\tGL_ARB_shader_objects\n\tGL_ARB_shader_texture_lod\n\tGL_ARB_shading_language_100\n\tGL_ARB_shading_language_420pack\n\tGL_ARB_shading_language_include\n\tGL_ARB_shading_language_packing\n\tGL_ARB_shadow\n\tGL_ARB_stencil_texturing\n\tGL_ARB_sync\n\tGL_ARB_texture_border_clamp\n\tGL_ARB_texture_buffer_object\n\tGL_ARB_texture_buffer_range\n\tGL_ARB_texture_compression\n\tGL_ARB_texture_compression_rgtc\n\tGL_ARB_texture_cube_map\n\tGL_ARB_texture_env_add\n\tGL_ARB_texture_env_combine\n\tGL_ARB_texture_env_crossbar\n\tGL_ARB_texture_env_dot3\n\tGL_ARB_texture_float\n\tGL_ARB_texture_mirror_clamp_to_edge\n\tGL_ARB_texture_mirrored_repeat\n\tGL_ARB_texture_multisample\n\tGL_ARB_texture_non_power_of_two\n\tGL_ARB_texture_query_levels\n\tGL_ARB_texture_rectangle\n\tGL_ARB_texture_rg\n\tGL_ARB_texture_rgb10_a2ui\n\tGL_ARB_texture_stencil8\n\tGL_ARB_texture_storage\n\tGL_ARB_texture_storage_multisample\n\tGL_ARB_texture_swizzle\n\tGL_ARB_texture_view\n\tGL_ARB_timer_query\n\tGL_ARB_transpose_matrix\n\tGL_ARB_uniform_buffer_object\n\tGL_ARB_vertex_array_bgra\n\tGL_ARB_vertex_array_object\n\tGL_ARB_vertex_attrib_binding\n\tGL_ARB_vertex_buffer_object\n\tGL_ARB_vertex_program\n\tGL_ARB_vertex_shader\n\tGL_ARB_vertex_type_10f_11f_11f_rev\n\tGL_ARB_vertex_type_2_10_10_10_rev\n\tGL_ARB_viewport_array\n\tGL_ARB_window_pos\n\tGL_ATI_draw_buffers\n\tGL_ATI_texture_float\n\tGL_ATI_texture_mirror_once\n\tGL_EXTX_framebuffer_mixed_formats\n\tGL_EXT_Cg_shader\n\tGL_EXT_abgr\n\tGL_EXT_bgra\n\tGL_EXT_bindable_uniform\n\tGL_EXT_blend_color\n\tGL_EXT_blend_equation_separate\n\tGL_EXT_blend_func_separate\n\tGL_EXT_blend_minmax\n\tGL_EXT_blend_subtract\n\tGL_EXT_compiled_vertex_array\n\tGL_EXT_depth_bounds_test\n\tGL_EXT_direct_state_access\n\tGL_EXT_draw_buffers2\n\tGL_EXT_draw_instanced\n\tGL_EXT_draw_range_elements\n\tGL_EXT_fog_coord\n\tGL_EXT_framebuffer_blit\n\tGL_EXT_framebuffer_multisample\n\tGL_EXT_framebuffer_multisample_blit_scaled\n\tGL_EXT_framebuffer_object\n\tGL_EXT_framebuffer_sRGB\n\tGL_EXT_geometry_shader4\n\tGL_EXT_gpu_program_parameters\n\tGL_EXT_gpu_shader4\n\tGL_EXT_import_sync_object\n\tGL_EXT_multi_draw_arrays\n\tGL_EXT_packed_depth_stencil\n\tGL_EXT_packed_float\n\tGL_EXT_packed_pixels\n\tGL_EXT_pixel_buffer_object\n\tGL_EXT_point_parameters\n\tGL_EXT_provoking_vertex\n\tGL_EXT_rescale_normal\n\tGL_EXT_secondary_color\n\tGL_EXT_separate_shader_objects\n\tGL_EXT_separate_specular_color\n\tGL_EXT_shader_integer_mix\n\tGL_EXT_shadow_funcs\n\tGL_EXT_stencil_two_side\n\tGL_EXT_stencil_wrap\n\tGL_EXT_texture3D\n\tGL_EXT_texture_array\n\tGL_EXT_texture_buffer_object\n\tGL_EXT_texture_compression_dxt1\n\tGL_EXT_texture_compression_latc\n\tGL_EXT_texture_compression_rgtc\n\tGL_EXT_texture_compression_s3tc\n\tGL_EXT_texture_cube_map\n\tGL_EXT_texture_edge_clamp\n\tGL_EXT_texture_env_add\n\tGL_EXT_texture_env_combine\n\tGL_EXT_texture_env_dot3\n\tGL_EXT_texture_filter_anisotropic\n\tGL_EXT_texture_integer\n\tGL_EXT_texture_lod\n\tGL_EXT_texture_lod_bias\n\tGL_EXT_texture_mirror_clamp\n\tGL_EXT_texture_object\n\tGL_EXT_texture_sRGB\n\tGL_EXT_texture_sRGB_decode\n\tGL_EXT_texture_shared_exponent\n\tGL_EXT_texture_storage\n\tGL_EXT_texture_swizzle\n\tGL_EXT_timer_query\n\tGL_EXT_vertex_array\n\tGL_EXT_vertex_array_bgra\n\tGL_IBM_rasterpos_clip\n\tGL_IBM_texture_mirrored_repeat\n\tGL_KHR_debug\n\tGL_KTX_buffer_region\n\tGL_NVX_conditional_render\n\tGL_NVX_gpu_memory_info\n\tGL_NV_ES1_1_compatibility\n\tGL_NV_blend_square\n\tGL_NV_conditional_render\n\tGL_NV_copy_depth_to_color\n\tGL_NV_copy_image\n\tGL_NV_depth_buffer_float\n\tGL_NV_depth_clamp\n\tGL_NV_explicit_multisample\n\tGL_NV_fence\n\tGL_NV_float_buffer\n\tGL_NV_fog_distance\n\tGL_NV_fragment_program\n\tGL_NV_fragment_program2\n\tGL_NV_fragment_program_option\n\tGL_NV_framebuffer_multisample_coverage\n\tGL_NV_geometry_shader4\n\tGL_NV_gpu_program4\n\tGL_NV_half_float\n\tGL_NV_light_max_exponent\n\tGL_NV_multisample_coverage\n\tGL_NV_multisample_filter_hint\n\tGL_NV_occlusion_query\n\tGL_NV_packed_depth_stencil\n\tGL_NV_parameter_buffer_object\n\tGL_NV_parameter_buffer_object2\n\tGL_NV_path_rendering\n\tGL_NV_pixel_data_range\n\tGL_NV_point_sprite\n\tGL_NV_primitive_restart\n\tGL_NV_register_combiners\n\tGL_NV_register_combiners2\n\tGL_NV_shader_buffer_load\n\tGL_NV_texgen_reflection\n\tGL_NV_texture_barrier\n\tGL_NV_texture_compression_vtc\n\tGL_NV_texture_env_combine4\n\tGL_NV_texture_expand_normal\n\tGL_NV_texture_multisample\n\tGL_NV_texture_rectangle\n\tGL_NV_texture_shader\n\tGL_NV_texture_shader2\n\tGL_NV_texture_shader3\n\tGL_NV_transform_feedback\n\tGL_NV_vertex_array_range\n\tGL_NV_vertex_array_range2\n\tGL_NV_vertex_buffer_unified_memory\n\tGL_NV_vertex_program\n\tGL_NV_vertex_program1_1\n\tGL_NV_vertex_program2\n\tGL_NV_vertex_program2_option\n\tGL_NV_vertex_program3\n\tGL_S3_s3tc\n\tGL_SGIS_generate_mipmap\n\tGL_SGIS_texture_lod\n\tGL_SGIX_depth_texture\n\tGL_SGIX_shadow\n\tGL_SUN_slice_accum\n\tGL_WIN_swap_hint\n\tWGL_EXT_swap_control\n\nImplementation Dependent OpenGL Limits:\n===========================================\n\nMaximum Fixed Function Texture Units:\t4\nMaximum DrawElements Vertices:\t1048576\nMaximum DrawElements Indices:\t1048576\n\nGLSL:\nMaximum Varying Floats:\t60\nMaximum Vertex Attributes:\t16\nMaximum Vertex Uniform Components:\t4096\nMaximum Fragment Uniform Components:\t2048\nMaximum Vertex Image Units:\t32\nMaximum Fragment Image Units:\t32\nMaximum Pipeline Image Units:\t96\n\nCycles:\n===========================================\n\nCPU device capabilities: SSE2 SSE3 SSE41\n\nOpenCL device capabilities:\nNumber of platforms: 1\nPlatform #0\n\tPlatform Name: NVIDIA CUDA\n\tPlatform Vendor: NVIDIA Corporation\n\tPlatform Version: OpenCL 1.1 CUDA 6.5.51\n\tPlatform Profile: FULL_PROFILE\n\tPlatform Extensions: cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d9_sharing cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts \n\tNumber of devices: 1\n\t\tDevice: #0\n\t\t\tDevice Name: GeForce 9600 GS\n\t\t\tDevice Vendor: NVIDIA Corporation\n\t\t\tDevice OpenCL C Version: OpenCL C 1.0 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 1.0 CUDA\n\t\t\tDevice Extensions: cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d9_sharing cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics \n\nCUDA device capabilities:\n\tGeForce 9600 GS\n\t\tCU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_BLOCK\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_X\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Y\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Z\t\t\t64\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_X\t\t\t65535\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Y\t\t\t65535\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Z\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_BLOCK\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_SHARED_MEMORY_PER_BLOCK\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_TOTAL_CONSTANT_MEMORY\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_WARP_SIZE\t\t\t32\n\t\tCU_DEVICE_ATTRIBUTE_MAX_PITCH\t\t\t2147483647\n\t\tCU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_BLOCK\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_REGISTERS_PER_BLOCK\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_CLOCK_RATE\t\t\t1250000\n\t\tCU_DEVICE_ATTRIBUTE_TEXTURE_ALIGNMENT\t\t\t256\n\t\tCU_DEVICE_ATTRIBUTE_GPU_OVERLAP\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MULTIPROCESSOR_COUNT\t\t\t6\n\t\tCU_DEVICE_ATTRIBUTE_KERNEL_EXEC_TIMEOUT\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_INTEGRATED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_CAN_MAP_HOST_MEMORY\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_MODE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_WIDTH\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_HEIGHT\t\t\t32768\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_HEIGHT\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_LAYERS\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_HEIGHT\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_NUMSLICES\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_SURFACE_ALIGNMENT\t\t\t256\n\t\tCU_DEVICE_ATTRIBUTE_CONCURRENT_KERNELS\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_ECC_ENABLED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_TCC_DRIVER\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MEMORY_CLOCK_RATE\t\t\t500000\n\t\tCU_DEVICE_ATTRIBUTE_GLOBAL_MEMORY_BUS_WIDTH\t\t\t192\n\t\tCU_DEVICE_ATTRIBUTE_L2_CACHE_SIZE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_MULTIPROCESSOR\t\t\t768\n\t\tCU_DEVICE_ATTRIBUTE_ASYNC_ENGINE_COUNT\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_UNIFIED_ADDRESSING\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_LAYERS\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_CAN_TEX2D_GATHER\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_HEIGHT\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH_ALTERNATE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT_ALTERNATE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH_ALTERNATE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_TEXTURE_PITCH_ALIGNMENT\t\t\t32\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_LAYERS\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_WIDTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_WIDTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_HEIGHT\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_HEIGHT\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_DEPTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_LAYERS\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_HEIGHT\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_LAYERS\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_WIDTH\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_LAYERS\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LINEAR_WIDTH\t\t\t134217728\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_WIDTH\t\t\t65000\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_HEIGHT\t\t\t65000\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_PITCH\t\t\t1048544\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_HEIGHT\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MAJOR\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MINOR\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_MIPMAPPED_WIDTH\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_STREAM_PRIORITIES_SUPPORTED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_GLOBAL_L1_CACHE_SUPPORTED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_LOCAL_L1_CACHE_SUPPORTED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_MULTIPROCESSOR\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_MULTIPROCESSOR\t\t\t8192\n\t\tCU_DEVICE_ATTRIBUTE_MANAGED_MEMORY\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD_GROUP_ID\t\t\t0\n```\n\n",
"Blender 2.8 crashes on startup \nWindows 7 Ultimate x64, Nvidia Geforce 8600 GT Fatality Edition (1 GB VRAM)\n\nBroken: (blender-2.80.0-git.e856eb7-windows64)\nWorked: (optional)\n\nBlender 2.8 crashes on startup. The black terminal window opens, then the following text appears for a few seconds:\n\nThen, a blank window appears:\n\nAfter a few seconds, the window closes. If I start Blender again, it crashes again. My monitor resolution is 1680x1050. I don't know if the smaller resolution could cause these issues. My GPU supports OpenGL 3.3. I will attach a system information file generated from Blender 2.79\n[system-info.txt](system-info.txt)\n\nBlender crashes when it starts. There is no way to provide a .blend file. \n"
] |
Segmentation fault when adding background/reference images (2.80, MacOS)
[bathroom.blend](bathroom.blend)
Operating system: MacOS Mojave 10.14.4
Graphics card: Intel Iris Graphics 540 1536 MB
2.80, f070bdd7c9c4, May 14 2019
Instant crash when attempting to add an image as a reference or background photo. Problem occurs when adding via drag-and-drop as well as through UI menus. Apple error report below.
Attempt to add the attached photo to the .blend file by any means. Further, this problem exists even in fresh projects.
**Apple error report**
```
Process: blender [5672]
Path: /Applications/blender.app/Contents/MacOS/blender
Identifier: org.blenderfoundation.blender
Version: 2.80 (2.80 2019-05-14, Blender Foundation)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: blender [5672]
User ID: 501
Date/Time: 2019-05-14 17:09:06.497 -0400
OS Version: Mac OS X 10.14.4 (18E226)
Report Version: 12
Anonymous UUID: 7A03FC88-D731-83A7-93BA-C034B9AA4D74
Time Awake Since Boot: 28000 seconds
System Integrity Protection: enabled
Crashed Thread: 1
Exception Type: EXC_CRASH (SIGSEGV)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: blender [5672]
Thread 0:: Dispatch queue: com.apple.main-thread
0 org.blenderfoundation.blender 0x00000001109af39f DRW_mesh_batch_cache_create_requested + 21663
1 org.blenderfoundation.blender 0x00000001109c346f drw_engines_cache_populate + 191
2 org.blenderfoundation.blender 0x00000001109c2703 DRW_draw_render_loop_ex + 979
3 org.blenderfoundation.blender 0x0000000110c8bcad view3d_main_region_draw + 125
4 org.blenderfoundation.blender 0x0000000110cfb201 ED_region_do_draw + 353
5 org.blenderfoundation.blender 0x000000010cdce2c6 wm_draw_update + 1782
6 org.blenderfoundation.blender 0x000000010cdcbfd0 WM_main + 48
7 org.blenderfoundation.blender 0x000000010c8d554f main + 927
8 libdyld.dylib 0x00007fff5c34b3d5 start + 1
Thread 1 Crashed:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 libc++.1.dylib 0x00007fff5935aa0a std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.blenderfoundation.blender 0x000000010df54483 IlmThread_2_3::Semaphore::wait() + 147
4 org.blenderfoundation.blender 0x000000010df519e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66
5 org.blenderfoundation.blender 0x000000010df53ed7 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663
6 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 2:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 libc++.1.dylib 0x00007fff5935aa0a std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.blenderfoundation.blender 0x000000010df54483 IlmThread_2_3::Semaphore::wait() + 147
4 org.blenderfoundation.blender 0x000000010df519e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66
5 org.blenderfoundation.blender 0x000000010df53ed7 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663
6 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 3:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 libc++.1.dylib 0x00007fff5935aa0a std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.blenderfoundation.blender 0x000000010df54483 IlmThread_2_3::Semaphore::wait() + 147
4 org.blenderfoundation.blender 0x000000010df519e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66
5 org.blenderfoundation.blender 0x000000010df53ed7 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663
6 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 4:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 libc++.1.dylib 0x00007fff5935aa0a std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18
3 org.blenderfoundation.blender 0x000000010df54483 IlmThread_2_3::Semaphore::wait() + 147
4 org.blenderfoundation.blender 0x000000010df519e2 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66
5 org.blenderfoundation.blender 0x000000010df53ed7 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663
6 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 5:: com.apple.audio.IOThread.client
0 libsystem_kernel.dylib 0x00007fff5c48022a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff5c48076c mach_msg + 60
2 com.apple.audio.CoreAudio 0x00007fff2f94ceda HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 122
3 com.apple.audio.CoreAudio 0x00007fff2f94ce4f HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 45
4 com.apple.audio.CoreAudio 0x00007fff2f94939f HALC_ProxyIOContext::IOWorkLoop() + 1017
5 com.apple.audio.CoreAudio 0x00007fff2f948df4 HALC_ProxyIOContext::IOThreadEntry(void*) + 122
6 com.apple.audio.CoreAudio 0x00007fff2f948956 HALB_IOThread::Entry(void*) + 72
7 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
8 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
9 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 6:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 org.blenderfoundation.blender 0x000000010cb3f0ec task_scheduler_thread_run + 124
3 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
4 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
5 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 7:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 org.blenderfoundation.blender 0x000000010cb3f0ec task_scheduler_thread_run + 124
3 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
4 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
5 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 8:
0 libsystem_kernel.dylib 0x00007fff5c48386a __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fff5c53c56e _pthread_cond_wait + 722
2 org.blenderfoundation.blender 0x000000010cb3f0ec task_scheduler_thread_run + 124
3 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
4 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
5 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 9:: com.apple.NSEventThread
0 libsystem_kernel.dylib 0x00007fff5c48022a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fff5c48076c mach_msg + 60
2 com.apple.CoreFoundation 0x00007fff2fed313e __CFRunLoopServiceMachPort + 328
3 com.apple.CoreFoundation 0x00007fff2fed26ac __CFRunLoopRun + 1612
4 com.apple.CoreFoundation 0x00007fff2fed1e0e CFRunLoopRunSpecific + 455
5 com.apple.AppKit 0x00007fff2d560d1a _NSEventThread + 175
6 libsystem_pthread.dylib 0x00007fff5c5392eb _pthread_body + 126
7 libsystem_pthread.dylib 0x00007fff5c53c249 _pthread_start + 66
8 libsystem_pthread.dylib 0x00007fff5c53840d thread_start + 13
Thread 10:
0 libsystem_pthread.dylib 0x00007fff5c5383f0 start_wqthread + 0
Thread 11:
0 libsystem_pthread.dylib 0x00007fff5c5383f0 start_wqthread + 0
Thread 1 crashed with X86 Thread State (64-bit):
rax: 0x0000000000000004 rbx: 0x0000000000000002 rcx: 0x000070000317d988 rdx: 0x0000000000000000
rdi: 0x00007f9dde700450 rsi: 0x0000000100000100 rbp: 0x000070000317da10 rsp: 0x000070000317d988
r8: 0x0000000000000000 r9: 0x00000000000000a0 r10: 0x0000000000000000 r11: 0x0000000000000202
r12: 0x00007f9dde700450 r13: 0x0000000000000016 r14: 0x0000000100000100 r15: 0x000070000317e000
rip: 0x00007fff5c48386a rfl: 0x0000000000000203 cr2: 0x000070000317df78
Logical CPU: 0
Error Code: 0x02000131
Trap Number: 133
``` | [
"crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n",
"Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Regression: Crash 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",
"Inconsistent color space baking to float and byte images\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 2.93.6\nWorked: ---\n\nIn blender we can create an image with 32 bit resolution (See image):\n\n\nThe new 32bit image can be used for baking in order to obtain a normal map.\nThis map works perfectly until saved in PNG (16bit or 8bit).\nInterestingly you can bake directly on a 16bit image and the resulting image works even if it is saved in 8bit.\n\nHere is a file where I put different pixel resolution combinations on textures saved in PNG:\n[TesteNormal.blend](TesteNormal.blend)\n\n\n\n1 - Bake a normal map image with 32 bit option enabled. (see the pic \"sample3.jpg\")\n```\n A simple cube can be used, no need to add any detail.\n```\n2 - Save the image as PNG in 8 bit or 16 bit.\n3 - Create a material and connect the saved baked normal map image to the normal map node. \n```\n Change color space option to \"non-color\" \n```\n4 - Observe the object becomes dark in rendered mode in Eevee or Cycles. \n\n[Teste_Normal_Textures.blend](Teste_Normal_Textures.blend)\n",
"Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)",
"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",
"Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n",
"Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n\n\nExample node setup:\n\n\nSwitch to wireframe:\n\n\n",
"Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n",
"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 renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!",
"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",
"UI: Linux & Mac Support for Eyedropper Outside Blender\nAs of the merge of #105324 Windows users can now use the Color Picker Eyedropper to select colors from outside of the Blender window, e.g. from other applications or the desktop:\n\n\n\nThis is currently only for the Windows platform, but it should be quite trivial to add this functionality to other platforms. If you examine #105324 you will see many changed files, but almost all of them can be ignored as they were just adding general support for this feature. You can add this feature to other platforms by changing two files, mostly by adding a single small function.\n\nFor Mac, for example, you can open up `intern/ghost/intern/GHOST_SystemCocoa.mm`. There is a `getCapabilities()` function that is setting flags for what a platform is capable of. You can just remove GHOST_kCapabilityDesktopSample from that list of things not supported. Then add a new function to the file, `getPixelAtCursor` that matches the others. Just ask the operating system where the mouse cursor is now, find the color at that point, and then return that as three floats (0-1) in sRGB color space. Don't forget to add a function declaration to `GHOST_SystemCocoa.hh`.\n\nLooking at detect-color-under-macos-mouse-cursor and get-the-color-a-pixel-on-the-screen-in-objective-c-cocoa-app this appears to need just a handful of lines.\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)"
] | [
"I'm trying to add a background image\nOperating system: iOS 10.14.4 Mojave\nGraphics card: Intel Iris Pro 1536 MB graphics\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n2019-05-13 22:40 Hash: f070bdd7c9c4\n\n\nI'm trying to add a background image but the software closes\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI'm building a kitchen. I've created 3 Collections. I pressed 1 to hide what's inside collection 1, then 2 to do the same thing with collection 2 and 3. After creating a cube I pressed the shift + \"a\" keys, chose an image and the software closed.",
"Blender 2.80 crashes when loading background image\nOperating system: MacOS X 10.13.6\nGraphics card: GeForce GTX 780\n\nBroken: 2.80, 27d097e92d54, beta, 2019-05-13 19:09\n\nBlender crashes when loading background image\n\n1. Launch Blender 2.80 2019-05-13\n2. SHIFT-A > Image > Background\n3. Select file.\n4. Click \"Load\"\n5. Application crashes.\n\nthis is based on standard startup.\n\nMacOS X reports:\n\n\n```\nProcess: blender [24088]\nPath: /Applications/blender-2.80.0/blender.app/Contents/MacOS/blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.80 (2.80 2019-05-13, Blender Foundation)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: blender [24088]\nUser ID: 501\n\nDate/Time: 2019-05-14 23:00:29.400 -0400\nOS Version: Mac OS X 10.13.6 (17G6030)\nReport Version: 12\nAnonymous UUID: 59EEF2D2-B129-BD20-BE6C-34CA29804A7C\n\n\nTime Awake Since Boot: 180000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000010\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [0]\n\nVM Regions Near 0x10:\n--> \n __TEXT 000000010484d000-000000010b992000 [113.3M] r-x/rwx SM=COW /Applications/blender-2.80.0/blender.app/Contents/MacOS/blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 org.blenderfoundation.blender \t0x000000010a3997b4 GPU_shader_get_uniform_block + 4\n1 org.blenderfoundation.blender \t0x0000000108a88c0b drw_shgroup_init + 91\n2 org.blenderfoundation.blender \t0x0000000108a8952b DRW_shgroup_create + 123\n3 org.blenderfoundation.blender \t0x0000000108a9c5c9 OBJECT_cache_populate + 21321\n4 org.blenderfoundation.blender \t0x0000000108a847f1 drw_engines_cache_populate + 161\n5 org.blenderfoundation.blender \t0x0000000108a83aa3 DRW_draw_render_loop_ex + 979\n6 org.blenderfoundation.blender \t0x0000000108d4d04d view3d_main_region_draw + 125\n7 org.blenderfoundation.blender \t0x0000000108dbc5a1 ED_region_do_draw + 353\n8 org.blenderfoundation.blender \t0x0000000104e8f686 wm_draw_update + 1782\n9 org.blenderfoundation.blender \t0x0000000104e8d390 WM_main + 48\n10 org.blenderfoundation.blender \t0x000000010499690f main + 927\n11 libdyld.dylib \t0x00007fff668e1015 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 libc++.1.dylib \t0x00007fff64838cb0 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 org.blenderfoundation.blender \t0x0000000106015833 IlmThread_2_3::Semaphore::wait() + 147\n4 org.blenderfoundation.blender \t0x0000000106012d92 IlmThread_2_3::(anonymous namespace)::DefaultWorkerThread::run() + 66\n5 org.blenderfoundation.blender \t0x0000000106015287 void* std::__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_3::Thread::*)(), IlmThread_2_3::Thread*> >(void*) + 663\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 13:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff66a2820a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff66a27724 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff3e36687a HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 124\n3 com.apple.audio.CoreAudio \t0x00007fff3e3667ed HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 45\n4 com.apple.audio.CoreAudio \t0x00007fff3e363859 HALC_ProxyIOContext::IOWorkLoop() + 977\n5 com.apple.audio.CoreAudio \t0x00007fff3e3632bc HALC_ProxyIOContext::IOThreadEntry(void*) + 128\n6 com.apple.audio.CoreAudio \t0x00007fff3e362ffe HALB_IOThread::Entry(void*) + 72\n7 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n8 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n9 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 org.blenderfoundation.blender \t0x0000000104c004ac task_scheduler_thread_run + 124\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 25:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff66a2820a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff66a27724 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff3e9192d5 __CFRunLoopServiceMachPort + 341\n3 com.apple.CoreFoundation \t0x00007fff3e918627 __CFRunLoopRun + 1783\n4 com.apple.CoreFoundation \t0x00007fff3e917c97 CFRunLoopRunSpecific + 487\n5 com.apple.AppKit \t0x00007fff3bfe4fc4 _NSEventThread + 184\n6 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n7 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n8 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff66a31a16 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff66bfa589 _pthread_cond_wait + 732\n2 com.apple.GeForceMTLDriver \t0x00007fff39fa3cc2 0x7fff39e43000 + 1445058\n3 libsystem_pthread.dylib \t0x00007fff66bf9661 _pthread_body + 340\n4 libsystem_pthread.dylib \t0x00007fff66bf950d _pthread_start + 377\n5 libsystem_pthread.dylib \t0x00007fff66bf8bf9 thread_start + 13\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff66a3228a __workq_kernreturn + 10\n1 libsystem_pthread.dylib \t0x00007fff66bf9009 _pthread_wqthread + 1035\n2 libsystem_pthread.dylib \t0x00007fff66bf8be9 start_wqthread + 13\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff66a3228a __workq_kernreturn + 10\n1 libsystem_pthread.dylib \t0x00007fff66bf920e _pthread_wqthread + 1552\n2 libsystem_pthread.dylib \t0x00007fff66bf8be9 start_wqthread + 13\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x00007f81aa8bca28 rbx: 0x00007f81aaa1a538 rcx: 0x00007f81aaa169d8 rdx: 0x00000000000000c2\n rdi: 0x0000000000000000 rsi: 0x000000010b812394 rbp: 0x00007ffeeb3b1eb0 rsp: 0x00007ffeeb3b1eb0\n r8: 0x0000000000000000 r9: 0x00007f81ae007428 r10: 0x0000000000000000 r11: 0x00007fff482ce1d3\n r12: 0x00007f81aaa1a548 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x00007f81aa8bca20\n rip: 0x000000010a3997b4 rfl: 0x0000000000010202 cr2: 0x0000000000000010\n \nLogical CPU: 0\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10484d000 - 0x10b991fdf +org.blenderfoundation.blender (2.80 - 2.80 2019-05-13, Blender Foundation) 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(104) <9712E980-76EE-3A89-AEA6-DF4BAF5C0574> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff6423d000 - 0x7fff64407ff3 libFosl_dynamic.dylib (17.8) <C58ED77A-4986-31C2-994C-34DDFB8106F0> /usr/lib/libFosl_dynamic.dylib\n 0x7fff6443f000 - 0x7fff6443ffff libOpenScriptingUtil.dylib (174) <610F0242-7CE5-3C86-951B-B646562694AF> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff64576000 - 0x7fff6457affb libScreenReader.dylib (562.18.4) <E239923D-54C9-3BBF-852F-87C09DEF4091> /usr/lib/libScreenReader.dylib\n 0x7fff6457b000 - 0x7fff6457cffb libSystem.B.dylib (1252.50.4) <88203CF0-5028-3653-BD02-A5E6DD7F1B2D> /usr/lib/libSystem.B.dylib\n 0x7fff6460f000 - 0x7fff6460ffff libapple_crypto.dylib (109.50.14) <48BA2E76-BF2F-3522-A54E-D7FB7EAF7A57> /usr/lib/libapple_crypto.dylib\n 0x7fff64610000 - 0x7fff64626ff7 libapple_nghttp2.dylib (1.24) <01402BC4-4822-3676-9C80-50D83F816424> /usr/lib/libapple_nghttp2.dylib\n 0x7fff64627000 - 0x7fff64651ff3 libarchive.2.dylib (54) <8FC28DD8-E315-3C3E-95FE-D1D2CBE49888> /usr/lib/libarchive.2.dylib\n 0x7fff64652000 - 0x7fff64755fe7 libate.dylib (1.13.1) <DABEA1B1-806C-34C9-8AFF-DEB6AB2829E3> /usr/lib/libate.dylib\n 0x7fff64759000 - 0x7fff64759ff3 libauto.dylib (187) <A05C7900-F8C7-3E75-8D3F-909B40C19717> /usr/lib/libauto.dylib\n 0x7fff6475a000 - 0x7fff64812ff3 libboringssl.dylib (109.50.14) <E6813F87-B5E4-3F7F-A725-E6A7F2BD02EC> /usr/lib/libboringssl.dylib\n 0x7fff64813000 - 0x7fff64823ff3 libbsm.0.dylib (39) <6BC96A72-AFBE-34FD-91B1-748A530D8AE6> /usr/lib/libbsm.0.dylib\n 0x7fff64824000 - 0x7fff64831ffb libbz2.1.0.dylib (38) <0A5086BB-4724-3C14-979D-5AD4F26B5B45> /usr/lib/libbz2.1.0.dylib\n 0x7fff64832000 - 0x7fff64888fff libc++.1.dylib (400.9) <7D3DACCC-3804-393C-ABC1-1A580FD00CB6> /usr/lib/libc++.1.dylib\n 0x7fff64889000 - 0x7fff648adff7 libc++abi.dylib (400.8.2) <EF5E37D7-11D9-3530-BE45-B986612D13E2> /usr/lib/libc++abi.dylib\n 0x7fff648af000 - 0x7fff648bffff libcmph.dylib (6) <890DEC4C-4334-393C-8B56-7C8560BBED9D> /usr/lib/libcmph.dylib\n 0x7fff648c0000 - 0x7fff648d7fd3 libcompression.dylib (47.60.2) <CC7ACB0A-49CD-3564-978F-49F843186F27> /usr/lib/libcompression.dylib\n 0x7fff64b82000 - 0x7fff64b9aff7 libcoretls.dylib (155.50.1) <D350052E-DC4D-3185-ADBA-BA48EDCEE955> /usr/lib/libcoretls.dylib\n 0x7fff64b9b000 - 0x7fff64b9cff3 libcoretls_cfhelpers.dylib (155.50.1) <B297F5D8-F2FE-3566-A752-E9D998B9C039> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff64d35000 - 0x7fff64ec6fff libcrypto.35.dylib (22.50.3) <6E609F99-59BC-3AEA-9DB3-FD360A2C50CC> /usr/lib/libcrypto.35.dylib\n 0x7fff6506d000 - 0x7fff650c3ff3 libcups.2.dylib (462.2.5) <EA944DD1-0B60-32E9-8FB4-BE642D2E7352> /usr/lib/libcups.2.dylib\n 0x7fff65203000 - 0x7fff65203fff libenergytrace.dylib (16) <A92AB8B8-B986-3CE6-980D-D55090FEF387> /usr/lib/libenergytrace.dylib\n 0x7fff6523a000 - 0x7fff6523fff3 libheimdal-asn1.dylib (520.50.8) <6C10CD33-2920-340F-A98B-E1A465A40D03> /usr/lib/libheimdal-asn1.dylib\n 0x7fff6526b000 - 0x7fff6535cff7 libiconv.2.dylib (51.50.1) <2FEC9707-3FAF-3828-A50D-8605086D060F> /usr/lib/libiconv.2.dylib\n 0x7fff6535d000 - 0x7fff65584ffb libicucore.A.dylib (59181.0.1) <2CE6205F-D375-3BF5-AA0A-3254BC4773D0> /usr/lib/libicucore.A.dylib\n 0x7fff655d1000 - 0x7fff655d2fff liblangid.dylib (128) <39C39393-0D05-301D-93B2-F224FC4949AA> /usr/lib/liblangid.dylib\n 0x7fff655d3000 - 0x7fff655ecffb liblzma.5.dylib (10) <3D419A50-961F-37D2-8A01-3DC7AB7B8D18> /usr/lib/liblzma.5.dylib\n 0x7fff655ed000 - 0x7fff65603ff7 libmarisa.dylib (9) <D6D2D55D-1D2E-3442-B152-B18803C0ABB4> /usr/lib/libmarisa.dylib\n 0x7fff656b4000 - 0x7fff658dcff7 libmecabra.dylib (779.7.6) <F462F170-E872-3D09-B219-973D5E99C09F> /usr/lib/libmecabra.dylib\n 0x7fff65ab4000 - 0x7fff65c2ffff libnetwork.dylib (1229.70.2) <E185D902-AC7F-3044-87C0-AE2887C59CE7> /usr/lib/libnetwork.dylib\n 0x7fff65cb6000 - 0x7fff660a73b7 libobjc.A.dylib (723) <BEEA51E2-1C4D-3672-87F6-F267B4AC6221> /usr/lib/libobjc.A.dylib\n 0x7fff660ba000 - 0x7fff660befff libpam.2.dylib (22) <7B4D2CE2-1438-387A-9802-5CEEFBF26F86> /usr/lib/libpam.2.dylib\n 0x7fff660c1000 - 0x7fff660f5fff libpcap.A.dylib (79.20.1) <FA13918B-A247-3181-B256-9B852C7BA316> /usr/lib/libpcap.A.dylib\n 0x7fff66174000 - 0x7fff66190ffb libresolv.9.dylib (65) <E8F3415B-4472-3202-8901-41FD87981DB2> /usr/lib/libresolv.9.dylib\n 0x7fff661e1000 - 0x7fff6636eff7 libsqlite3.dylib (274.8.1) <B70A2908-E0F7-364E-952A-1D2D19787B89> /usr/lib/libsqlite3.dylib\n 0x7fff66542000 - 0x7fff665a2ff3 libusrtcp.dylib (1229.70.2) <1E065228-D0E3-3808-9405-894056C6BEC0> /usr/lib/libusrtcp.dylib\n 0x7fff665a3000 - 0x7fff665a6ffb libutil.dylib (51.20.1) <216D18E5-0BAF-3EAF-A38E-F6AC37CBABD9> /usr/lib/libutil.dylib\n 0x7fff665a7000 - 0x7fff665b4ff3 libxar.1.dylib (417.1) <351781D5-3CCF-320F-BB5A-4DFCC1CCD31D> /usr/lib/libxar.1.dylib\n 0x7fff665b8000 - 0x7fff6669ffff libxml2.2.dylib (31.13) <8C12B82A-66FD-330C-9BEA-AAC090C7076A> /usr/lib/libxml2.2.dylib\n 0x7fff666a0000 - 0x7fff666c8fff libxslt.1.dylib (15.12) <4A5E011D-8B29-3135-A52B-9A9070ABD752> /usr/lib/libxslt.1.dylib\n 0x7fff666c9000 - 0x7fff666dbffb libz.1.dylib (70) <48C67CFC-940D-3857-8DAD-857774605352> /usr/lib/libz.1.dylib\n 0x7fff66777000 - 0x7fff6677bff7 libcache.dylib (80) <092479CB-1008-3A83-BECF-E115F24D13C1> /usr/lib/system/libcache.dylib\n 0x7fff6677c000 - 0x7fff66786ff3 libcommonCrypto.dylib (60118.50.1) <029F5985-9B6E-3DCB-9B96-FD007678C6A7> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff66787000 - 0x7fff6678efff libcompiler_rt.dylib (62) <968B8E3F-3681-3230-9D78-BB8732024F6E> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff6678f000 - 0x7fff66798ffb libcopyfile.dylib (146.50.5) <3885083D-50D8-3EEC-B481-B2E605180D7F> /usr/lib/system/libcopyfile.dylib\n 0x7fff66799000 - 0x7fff6681effb libcorecrypto.dylib (562.70.3) <37AF8EC6-BF34-3D15-BC3A-A9B98F2427D4> /usr/lib/system/libcorecrypto.dylib\n 0x7fff668a6000 - 0x7fff668dfff7 libdispatch.dylib (913.60.3) <BF368549-2DFB-3530-B4CB-31D5EDAC4F2F> /usr/lib/system/libdispatch.dylib\n 0x7fff668e0000 - 0x7fff668fdff7 libdyld.dylib (551.5) <49BF9E96-8297-30CF-8AA6-128CC14054B2> /usr/lib/system/libdyld.dylib\n 0x7fff668fe000 - 0x7fff668feffb libkeymgr.dylib (28) <E34E283E-90FA-3C59-B48E-1277CDB9CDCE> /usr/lib/system/libkeymgr.dylib\n 0x7fff668ff000 - 0x7fff6690bff3 libkxld.dylib (4570.71.35) <89E1A912-9AB7-3EFA-83B5-EB899F2E891F> /usr/lib/system/libkxld.dylib\n 0x7fff6690c000 - 0x7fff6690cff7 liblaunch.dylib (1205.70.10) <ACB92462-EDA9-39E6-BB4E-635D47D30D58> /usr/lib/system/liblaunch.dylib\n 0x7fff6690d000 - 0x7fff66911ffb libmacho.dylib (906) <1902A611-081A-3452-B11E-EBD1B166E831> /usr/lib/system/libmacho.dylib\n 0x7fff66912000 - 0x7fff66914ff3 libquarantine.dylib (86) <26C0BA22-8F93-3A07-9A4E-C8D53D2CE42E> /usr/lib/system/libquarantine.dylib\n 0x7fff66915000 - 0x7fff66916ff3 libremovefile.dylib (45) <711E18B2-5BBE-3211-A916-56740C27D17A> /usr/lib/system/libremovefile.dylib\n 0x7fff66917000 - 0x7fff6692efff libsystem_asl.dylib (356.70.1) <39E46A6F-B228-3E78-B83E-1779F9707A39> /usr/lib/system/libsystem_asl.dylib\n 0x7fff6692f000 - 0x7fff6692ffff libsystem_blocks.dylib (67) <17303FDF-0D2D-3963-B05E-B4DF63052D47> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff66930000 - 0x7fff669b9ff7 libsystem_c.dylib (1244.50.9) <1187BFE8-4576-3247-8177-481554E1F9E7> /usr/lib/system/libsystem_c.dylib\n 0x7fff669ba000 - 0x7fff669bdffb libsystem_configuration.dylib (963.50.9) <A5DC1AFC-2C3E-3113-BE20-48F96064DB0F> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff669be000 - 0x7fff669c1ffb libsystem_coreservices.dylib (51) <486000D3-D8CB-3BE7-8EE5-8BF380DE6DF7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff669c2000 - 0x7fff669c3fff libsystem_darwin.dylib (1244.50.9) <09C21A4A-9EE0-388B-A9D9-DFF8F6758791> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff669c4000 - 0x7fff669caff7 libsystem_dnssd.dylib (878.70.3) <B6E027BB-B4B1-37F4-9BBE-C2D299124CF3> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff669cb000 - 0x7fff66a14ff7 libsystem_info.dylib (517.30.1) <AB634A98-B8AA-3804-8436-38261FC8EC4D> /usr/lib/system/libsystem_info.dylib\n 0x7fff66a15000 - 0x7fff66a3bff7 libsystem_kernel.dylib (4570.71.35) <63791C4B-6118-3D55-AA3F-5065B1345410> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff66a3c000 - 0x7fff66a87fcb libsystem_m.dylib (3147.50.1) <17570F46-566C-39FC-BEF6-635A355DD549> /usr/lib/system/libsystem_m.dylib\n 0x7fff66a88000 - 0x7fff66aa7ff7 libsystem_malloc.dylib (140.50.7) <A45A484C-3BDE-3BC4-A219-726E3CB332D9> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff66aa8000 - 0x7fff66bd8ff7 libsystem_network.dylib (1229.70.2) <5E86B2DE-9E15-3354-8714-4094ED5F698D> /usr/lib/system/libsystem_network.dylib\n 0x7fff66bd9000 - 0x7fff66be3ffb libsystem_networkextension.dylib (767.70.2) <9DC03712-552D-3AEE-9519-B5ED70980B70> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff66be4000 - 0x7fff66bedff3 libsystem_notify.dylib (172) <08012EC0-2CD2-34BE-BF93-E7F56491299A> /usr/lib/system/libsystem_notify.dylib\n 0x7fff66bee000 - 0x7fff66bf5ff7 libsystem_platform.dylib (161.50.1) <6355EE2D-5456-3CA8-A227-B96E8F1E2AF8> /usr/lib/system/libsystem_platform.dylib\n 0x7fff66bf6000 - 0x7fff66c01fff libsystem_pthread.dylib (301.50.1) <0E51CCBA-91F2-34E1-BF2A-FEEFD3D321E4> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff66c02000 - 0x7fff66c05fff libsystem_sandbox.dylib (765.70.1) <553DFCC6-9D31-3B9C-AB7C-30F6F265786D> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff66c06000 - 0x7fff66c07ff3 libsystem_secinit.dylib (30) <DE8D14E8-A276-3FF8-AE13-77F7040F33C1> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff66c08000 - 0x7fff66c0fff7 libsystem_symptoms.dylib (820.60.3) <441C6CA0-5711-3BB1-8420-DDAC3D5272E1> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff66c10000 - 0x7fff66c23fff libsystem_trace.dylib (829.70.1) <3A6CB706-8CA6-3616-8AFC-14AAD7FAF187> /usr/lib/system/libsystem_trace.dylib\n 0x7fff66c25000 - 0x7fff66c2aff7 libunwind.dylib (35.3) <BEF3FB49-5604-3B5F-82B5-332B80023AC3> /usr/lib/system/libunwind.dylib\n 0x7fff66c2b000 - 0x7fff66c58ff7 libxpc.dylib (1205.70.10) <94028D4E-F0CB-3D6E-ACF6-9323631588B5> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 23\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: 106824\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=509.9M resident=0K(0%) swapped_out_or_unallocated=509.9M(100%)\nWritable regions: Total=482.1M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=482.1M(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 256K 3 \nActivity Tracing 256K 2 \nCG backing stores 8704K 4 \nCG image 44K 7 \nCoreAnimation 36K 7 \nCoreGraphics 8K 2 \nCoreImage 8K 3 \nCoreUI image data 740K 11 \nCoreUI image file 180K 4 \nFoundation 4K 2 \nKernel Alloc Once 8K 2 \nMALLOC 415.8M 82 \nMALLOC guard page 48K 13 \nMALLOC_LARGE (reserved) 704K 4 reserved VM address space (unallocated)\nMemory Tag 242 12K 2 \nMemory Tag 249 156K 2 \nOpenGL GLSL 256K 4 \nSTACK GUARD 56.1M 30 \nStack 22.2M 30 \nVM_ALLOCATE 33.2M 65 \n__DATA 59.5M 279 \n__FONT_DATA 4K 2 \n__GLSLBUILTINS 2588K 2 \n__LINKEDIT 223.3M 39 \n__TEXT 286.6M 277 \n__UNICODE 560K 2 \nmapped file 41.8M 14 \nshared memory 3372K 14 \n=========== ======= ======= \nTOTAL 1.1G 880 \nTOTAL, minus reserved VM space 1.1G 880 \n\nModel: MacPro5,1, BootROM 140.0.0.0.0, 6 processors, 6-Core Intel Xeon, 3.46 GHz, 8 GB, SMC 1.39f11\nGraphics: NVIDIA GeForce GTX 780, NVIDIA GeForce GTX 780, PCIe\nMemory Module: DIMM 1, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435435313236344241313630422E43313646\nMemory Module: DIMM 2, 4 GB, DDR3, 1333 MHz, 0x859B, 0x435435313236344241313630422E43313646\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x8E), Broadcom BCM43xx 1.0 (5.106.98.102.30)\nBluetooth: Version 6.0.7f12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Ethernet 1, Ethernet, en0\nPCI Card: NVIDIA GeForce GTX 780, Display Controller, Slot-1\nPCI Card: NVIDIA GeForce GTX 780, NVDA,Parent, Slot-1\nSerial ATA Device: HL-DT-ST DVD-RW GH80N\nSerial ATA Device: HL-DT-ST BD-RE WH10LS30\nSerial ATA Device: ST31500541AS, 1.5 TB\nSerial ATA Device: WDC WD50EZRX-00MVLB1, 5 TB\nSerial ATA Device: WDC WD50EZRX-00MVLB1, 5 TB\nSerial ATA Device: CT500MX500SSD1, 500.11 GB\nUSB Device: USB Bus\nUSB Device: USB Bus\nUSB Device: USB Bus\nUSB Device: BRCM2046 Hub\nUSB Device: Bluetooth USB Host Controller\nUSB Device: USB Bus\nUSB Device: USB Bus\nUSB Device: USB Bus\nUSB Device: DTZ-1200W\nUSB Device: USB 2.0 Bus\nUSB Device: Hub\nUSB Device: USB2.0 Hub\nUSB Device: Logicool G430 Gaming Headset\nUSB Device: USB-PS/2 Optical Mouse\nUSB Device: USB Storage\nUSB Device: Apple Cinema HD Display\nUSB Device: USB 2.0 Bus\nUSB Device: USB 2.0 Hub [MTT]\nUSB Device: USB 2.0 Hub [MTT]\nUSB Device: DasKeyboard\nFireWire Device: built-in_hub, Up to 800 Mb/sec\nFireWire Device: unknown_device, Unknown\nThunderbolt Bus: \n`\n```"
] |
Displace Crash
**Blender Version**: 95cb714
**Description**
True displacement crashes.
>**Note**:
>
>When running Blender with `-d` it does not crash.
**How to Reproduce**
Open the blend-file and render.
[super.blend](super.blend) | [
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.",
"Crash when 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)",
"Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n",
"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```",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n",
"Crash on 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)",
"Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace",
"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.",
"Blender keeps crashing relocating linked library [3.5.1]\nOperating system: Windows-10-10.0.25357-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nRelocating linked library file results in instant crash when different file is chosen. I need this because i work on both OSX and Windows. While testing file version, i had issue with indirectly linked files. These are nested files so to say. They are linked blend files inside another linked blend file. \n\n- Download and Unzip attached `RML-test file-bl350.zip` file\n- open file \"RML-test file-bl350.blend\"\n- go to `Outliner` > `Blender File` and select the linked lib file with exclamation mark \"linked object\"\n- Right click and select \"Relocate\"\n- Point to the file \"linked object-bl293\"\n\nBlender file browser closes and crashes short after.\n\nSide note\nThe linked lib blend file is name \"linked object\", if i rename the \"linked object-bl293\" to \"linked object\" it works. But because i work on both OSX and Windows and sometimes also with different version. I need to rename linked files so i dont break anything.\n\nHowever, i jsut tested these 2 files in an issue folder i created and then it links just fine. When these files are linked in the original folder, blender crashes right after i pick that file \"linked object-bl293.blend\". See attached screengrab.\n\n\n",
"Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n",
"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)",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)",
"Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)"
] | [
"Microdisplacement; Very recent builds crash when image textures are used (when the mode is set to 'true')\nWin7 64 bit; 24 Gigs RAM; ATI 79xx GPU; Third-gen i7 CPU\n\nBroken: Hash 95cb714\nWorked: Hash 8a02c5f\n\nCycles microdisplacement (ie. when dicing is used) can no longer make use of image textures, as rendering an object using them will always cause Blender to crash. This is using CPU rendering by the way\n\nOpen the .blend file and set the material displacement mode from *bump* to *true*. The mode to use both seems to work however.\n\n**Blend**\n[MdispCrash.blend](MdispCrash.blend)\n",
"Image based displacement (when set to true) closes blender on CPU and refuses to render on GPU\nWindows 7 SP1\nI7 4700MQ\nNvidia geforce GT 755m\n16 GB Memory, with 40GB dedicated to swap on disk\n\nBroken: 2.78 RC (blender-2.78.0-git.0e5089c-windows64)\nWorked: Don't know, it's my first try\n\n\nWhen using external image file to drive displacement in the material, blender closes without warning when I set displacement to true in \"settings\" section in material tab *(viewport must be set to render for that to happen instantly, otherwise it crashes when you set viewport to render, after you set displacement to true)*. This is when rendering is set to CPU. On GPU, it gives a cuda error on render or viewport render.\n\n1. Open the attached blend file\n2. Set viewport to \"Rendered\"\n3. In the materials tab, go to settings section and set displacement to \"True\"\n4. After blender crashes, open again and repeat steps with renderer set to GPU, for finding GPU bug\n\n**Misc info**\n\nDisplacement map is in TIFF 16bit format. Textures are both 8k in resolution. I didn't have time to reduce the size for another test file, but I have tested it with 2k textures as well, same results. Didn't save that file. If you guys want heightmap in lower resolution, please let me know.\n\n**Please note**\nSetting displacement to \"Both\" option works for now, but somehow doesn't look right. I'll get back to it tomorrow.\n\nI know this bug has been reported before, but just in case there wasn't enough info before.\n[Displacement issue blender2.78rc test.zip](Displacement_issue_blender2.78rc_test.zip)\n\n\n\n",
"Adaptive subdivision with external displacement map fail\n**System Information:**\nOperating system: Windows 8.1 64-bit\ngraphics card: Nvdia GT620\n\n**Blender Version:**\nBroken: 2.78 95cb714 (Release Coordinate)\n\n**Short description of error:**\nExternal displacement map (mainly 32-bit full float EXR or 16-bit TIFF) lead blender failure without any message. \n*Using Cycles procedure map will not cause any error. This bug only occur when using external textures*. \n\nSteps leading crash:\n01. Adding Catmull-Clark Adaptive Subdivision Scheme to the mesh *(Assumed mesh already has UVs)*\n02. Adding Diffuse BSDF\n03. Adding Image Texture node to Displacement plug\n04. Software broken.\n\n**Subdivision Scheme:** Both Subdivision and Adaptive Subdivision has been tested. Both broken\n**Displacement Mode (Work sometimes):** Bump\n**Displacement Mode (Broken):** True and Both\n\n\n",
"Displacement fail with image texture\nWindows 10 gtx 970\n\nBroken: 2.78 0e5089c\n\n\nUsing an image texture in the displacement socket cause preview render to fail to report in console \"cuda error: Launch failed in cumem free(cuda_device_ptr(mem.device_pointer))\"\nand reporting on the preview top info bar \"cuda error: Launch failed in cuCtxSynchronize()\"\n\n\nset to experimental > add plane > add subdivision mod set to adaptive (dicing rate 1.00) > add diffuse material > add image texture set both color and non-color data and box mapping driven by generated uv coordinate (tried also with unwrapped plane) zz> set subdivisions rate in the range from 8px to 1px in the geometry tab in render settings > set the displacement method in the material settings to true > shits+z to preview render \n\nTrying to change texture cause crash\n\ndisp%20testbug.blend",
"unable to render displacement and sporadic crashing while using true displacement and adaptive subdivision\nWindows 7, nvidia quadro 1000m\n\nBroken: 2.78 RC 0e5089c (using experimental feature set) \nWorked: N/A\n\n\nWhile using adaptive subdivision and an image texture node as a displacement map, blender sporadically crashes on this mesh. It doesn't render displacement if it does render, but shows that it's tessellating in render building information. It is generally prone to crashing when working with this mesh (fairly simple mesh) and doesn't displace like other meshes are able to. \n\n\n1) open the attached blend file \n\n[micro displacement bug .blend](micro_displacement_bug_.blend)\n\n2) try to render, plug and unplug image texture nodes, flip to the material button and back again, etc. \n\n3) adaptive subdivision/displacement doesn't work as it does with other meshes if it is able to render without crashing, and blender is generally prone to crashing while operating with this mesh/material\n\n\n- This is a great feature everyone, it works really well in so many cases (with the exception of dupliverted objects and particles). AMAZING. Thank you all so much for all the hard work and incredible things you put into blender! I wish this was a more definitively reproducible bug but it seems to happen at different times, never renders right for me though. \n\nApologies for the large file size but I included an EXR that I used previously with displace modifier and multiresolution, as well as a PNG (in case the EXR happened to be what was causing the problem). \n\nThanks in advance for any help, and thank you for all you guys do. \n"
] |
Wireframe Modifier Can't Be Correctly Applied
Operating system: Windows 11
Graphics card: RTX 2080 Super
Broken: 3.1.0 c77597cd0e15 master 2022-03-08 18:16
Worked: 3.0.1 dc2d18018171 master 2022-01-25 17:19
When I apply the wireframe modifier, the volume of the wires gets lost.
Add a wireframe modifier on the Suzanne, apply the modifier, then the problem can be seen
[visual ]() | [
"Mirror modifier with mirror object updates slowly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 15)\nWorked: Never (2.79+)\n\nAdding a Mirror Modifier and using an empty or another object to mirror across, causes slow viewport performance.\n\n[#76102.blend](T76102.blend)\n\n- Open file\n- Move Suzanne - Notice performance\n- Remove Mirror Object from mirror modifier\n- Move Suzanne - Performance much better\n\nYou can apply subdiv modifier, it shouldn't have an effect.",
"Fluid/Smoke modifier has an \"Apply\" button, which is misleading/dangerous (only meaningful for mesh-baked liquid domains)\n(All systems)\n\n- 2.81a and earlier (pre-mantaflow)\n- and 2.82 Alpha (2020-01-05) 5c66739b782e (mantaflow)\n\n**Short description of the error**\nAll objects involved in a fluid (gas or liquid) simulation, including domains, effectors, etc, have a modifier in the modifier stack.\n\nHowever, in all cases except one, the \"Apply\" button in this modifier is (as far as I can tell) just a synonym for \"remove the modifier and the physics settings (destructively!)\". It only actually \"applies\" something when we're dealing with mesh-baked liquid domains.\n\nSuch \"Apply\" button may be misleading and dangerous if a user were to, for instance, try to \"freeze\" a frame of a smoke simulation, which will just result in them losing all cache.",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.",
"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)",
"GPencil: envelope, Multiplestrokes, Array modifiers missing with the orders of strokes.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Beta\n\ni can't use build modifier with array, envelope,multiplestrokes efficiently because the generated stokes and originals don't get well indexing( orders) to be used by build modifier. i observed the following: \n** Multiplestrokes** modifier be the last in order then the generated lines. \n**Array** modifier and **Envelope** modifier don't have any predictable indexing (order) of strokes and all the time makes the original strokes the last in order. see the video\n\n",
"Resize a incoming fluid cause fluid to stop flowing in\nOperating system: windows 11\nGraphics card: RTX\n\nBlender 3.6.1\n\n\nGood morning\n\nFirst thank you for the work done on Blender.\n\nI think I found a bug. In fluid simulations when we resize an incoming flow, it often happens that the flow is no longer able to generate a fluid.\nI have seen this with eco-spheres\n\nThanks in advance .\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\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",
"Boolean Exact Mode failing\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: 3.5.0 - 3.6.0\nWorked: Unknown.\n\nIn the attached `v8 bug daily.blend` file, an object mysteriously vanishes at frame 36, then reappears in frame 37. Changing various minor things makes the problem go away.\n\nThat file uses a simple armature to animate the rotation of the \"Rotor\" object. \n\nIf you change the end frame of the animation from 60 to 61 and move the last keyframe from frame 61 to frame 62--i.e., stretch out the animation just a little bit--the problem goes away.\n\n- Open the [Boolean_exact_difference__bug.blend](attachment) file\n- Enable the boolean modifier\nor \n- Open the [v8 bug daily 03b.blend](107388#:~:text=Save-,v8%20bug%20daily%2003b.blend,-1006%20KiB) file\n- Go to frame 36",
"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)",
"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.",
"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)",
"modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n",
"Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\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"
] | [
"Applying Wireframe modifier does not apply correctly\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 \nBroken: version: 3.2.0 Alpha\nWorked: version: 3.0.0\nCaused by cfa53e0fbe\n\nWhen applying the Wireframe modifier- Resulting mesh is different than how it looks when modifier is not applied (flat faces)\n\n\n - Create a new or use existing mesh\n - Attach \"Wireframe\" modifier.\n - increase thickness value.\n - Apply the Wireframe modifier.\nor\n # Open .blend file and apply modifier to any mesh\n[WireframeBugReport.blend](WireframeBugReport.blend)\n\nYou can see the vertices in Edit mode, but they are not where they should've been, according to what you see from the modifier.",
"Wireframe modifier doesn't work properly when applied \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 511.65\n\nBroken: version: 3.1.0\nWorked: Blender 3.0.1 (official release).\n\nWhen the Wireframe modifier is applied to a mesh, the result isn't the expecting result, instead, the result has no thickness and overlaping faces.\n\n\nTo demosntrate the bug, I will use the Default Cube, but it happens with any mesh.\n1 -Open Blender.\n2 -Select the Default Cube.\n3 -Add the Wireframe modifier to the Default Cube.\n4 -Set the thickness value to 0.2 meters (this step is optional, but it helps visualize the bug; the bug will happen with any thickness value).\n5- Apply the Wireframe modifier to the Default Cube.\n\nHere is a print with the result (with face orientation enabled in the Viewport Overlays):\n{[F12930115](PrintBlender.png), size=full}\n\nThanks! Have a nice day =)."
] |
Seperate takes to long - please add warning message
Linux Debian, Intel Graphics
Broken: 2.75
Worked: not that i know
Seperate does not work as expected (my definition of a bug is also unexpected behaivoir that leads to users disappointment - hope thats ok). I made a scene with a grid with lots (about 10000) of cubes using array modifier twice. Blender stops responding, after some time it finishes. Can you please add a message "depending on the mesh, this may take some time, dont worry" - even its an short overlay in 3d viewport it would help a lot. I restarted blender twice because I assumed it crashed. The third time I got a call, so I was distracted. When I returned to the computer, seperate just completed. I would never have figured out to wait this long for a "simple" task like seperating some cubes. Therefor I searched for the Bugreport, and found T30012 .
Also I do wonder if its worth trying to improve the code here. I would (try to) work on it if somebody with greater insigth tells me thats not wasted energy.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
add cube, set dimensions to 0.1/0.1/0.1 add array modfier twice (x/y) make as big that it fills the grid. applay modifiers. use seperate. wait.... | [
"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.",
"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)",
"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",
"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",
"Automated performance benchmarks for geometry nodes/modifiers\nWe should have a way to make sure we avoid performance regressions, and a simpler way to test performance improvements for further work\n\nThere is now a system for automated performance benchmarks:\n- Performance\n- animation.py\n\nA similar system shouldn't be too hard for modifiers. It should measure the time that the modifier stack takes to run.\n\nWe could add many of the files created for Nodevember to have an initial set of \"real world\" files.",
"Instancing Geometry on Imported Alembic Particles produces extremely long render times when motion blur is enabled.\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: 3.5.1 Release Candidate, commit date: 2023-04-03 16:00, hash: `ef7e83c7ff15`\n\nInstancing geometry on Imported animated Alembic Particles using geometry nodes produces extremely long render times when motion blur is enabled. Turning off motion blur or realizing instances reduces the render time back to its normal average length. \n\n\n",
"OBJ: Add hierarchy support by name splitting (Python patch provided)\nFrom:\nD16095\n\nGentle reminder for @aras_p regarding the enhancement I posted Python code for into that old phapricator differential. Aras said he would look into reimplementing it in C++ as the Python importer was now legacy, but that was a while ago. I suspect it has slipped off his radar.\n\nEssentially adds an optional seperator char and option so that a .obj with lots of 'o' can be split into a structured hierarchy.\n\nObviously belongs in the \"Pipeline, Assets & I/O\" project.",
"Bake of the second particle system after duplication and making it unique makes mess.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: version: 2.79 (sub 7), branch: blender2.7, commit date: 2019-05-23 08:19, hash: 054dbb833e15, type: Release\nbuild date: 24/06/2019, 17:18\n\nIf you duplicate particle settings, make them unique, and tune, bake of dynamica will broken.\n[2019-07-16_10-03-29.mp4](2019-07-16_10-03-29.mp4)\n\nFinally I found how to reproduce it.\n\nCreate plane, \nCreate particle system that emits cubes (color A) from -50 to 50 frame with short lifetime (20).\nDuplicate particle settings, make settings unique, rename it.\nChange instance to another cube (color B), change working period to 50 — 100 frames.\nCheck work in the viewport. Bake all dynamics, Revert file.\n\nMessed:\n[duplicated particle settins.blend](duplicated_particle_settins.blend)\n\nBug is not appere only if you create separate fully independent settings in the fresh file.\nWith independently created particles systems\n[fresh separate created.blend](fresh_separate_created.blend)\n\n\nPerhaps it can be connected with #61963\nLooks like some data just stucks\n\n\n",
"Working on a mesh that has a high multires subdivision causes blender to build Up memory even on lower levels.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\nRAM: 16GB\nCPU: AMD Ryzen 7 3800\n\nBroken: version: 3.6.0\n\nWhen editing a mesh that has been subdivided a few times will cause blender to increasingly start to consume more and more memory aggressively even if the modifier is turned off.\n\nSubdivide the mesh a few times using the multiresolution modifier, noted on 5-up levels on a mesh with originally 9 272 faces. then either switch the modifier Viewport Level to either 1 or disable It entirelly, start editing the mesh in edit mode the memory consumption stats will start to skyrocket with no signs of going back down until blender starts slowing down the computer and/or crashes entirely. (Got to about 32 GBs some times about where the computer would stop handling It anymore) I haven't tried doing it in workbench I think so I'd suggest trying to do It in Eevee mode too.\n",
"Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n",
"new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n\n\n\n\n",
"Blender editing performance with many datablocks\n**Status:** 1st milestone almost complete, need final optimizations.\n\n---\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @mont29\n**Project members:** @ZedDB \n**Big picture:** In heavy scenes, new features in Blender 2.8x are making the inherently linear (`O(N)`), when not quadratic (`O(N²)`), complexity of most operations over data-blocks more problematic than in 2.7x era. The general goal is to bring those operations back to a constant (`O(1)`) or logarithmic (`O(log(N))`) complexity.\n\n**Description**\n**Use cases:**\n*Need specific test cases.*\n* Undo changes in object mode in a heavy scene.\n* Undo changes in pose mode in a heavy scene.\n* Duplicating objects in a heavy scene.\n* Adding many objects in a scene.\n\n*Note:* There are two types of “heavyness” in scenes (that can be combined of course):\n * Scenes that have many objects and/or collections.\n * Scenes that have very heavy geometry, either in the geometry data itself, or generated from modifiers like subdivision surface.\n\n**Design:**\n # Dependency graph should not have to re-evaluate objects that did not change.\n ** This is mainly a problem currently during global undo, as all data-blocks are replaced by new ones on each undo step.\n # Handling naming of data-blocks should be `O(log(N))` (it is currently close to `O(N²)`, or `O(N log(N))` in best cases).\n **This will require caching currently used names.*** We will probably also have to handle smartly the numbering in that cache, if we really want to be efficient in typical “worst case” scenarii (addition of thousands of objects with same base name e.g.).\n - Caches/runtime data helpers should be always either:\n - Lazily-built/updated on-demand (code affecting related data should only ensure that the 'dirty' flag is set then).\n *** This approach can usually be easily managed in a mostly lock-less way in a threaded context (proper locking is only needed when actually rebuilding a dirty cache).\n ## Kept valid/in sync all the time (code affecting related data should take care of updating it itself, code using the cache can always assume it is valid and up-to-date).\n ***Such cache should be easy to incrementally update (it should almost never have to be rebuilt from scratch).****This implies that the cache is highly local (changes on a data-block only ever affect that data-block and a well-defined, easy to reach small number of “neighbors”).*** In general keeping this kind of cache valid will always be harder and more error-prone than approach #A.\n *** This approach often needs proper complete locking (mutexes & co) in a threaded context.\n \n *Note: The ViewLayer's collections/objects cache e.g. currently uses the worst mix of #A and #B - it is always assumed valid, but updating it requires a complete rebuild from scratch almost all the time.*\n\n *Note: Approach #B is usually interesting only if a complete rebuild of the cache is **very** costly, and/or if the cache is invalidated very often while being used.*\n\n**Engineer plan:** `-`\n\n**Work plan**\n\n**Milestone 1 - Optimized per-datablock global undo**\nTime estimate: `6 months`\n\n* Re-use as much as possible existing data, and try to swap newly read (modified) data to the original memory, during 'memfile' undo step. Updating the depsgraph should then be much less work.\n** #60695 (Optimized per-datablock global undo)\n** [D6580: WIP/Demonstration patch about undo speedup project.](D6580)\n\n**Milestone 2 - Lazy collection synchronizations**\nTime estimate: `1 month`\n* Fix view layer collection syncing (to not require looping over all objects, or to be ran much less often...).\n** #73411 (Fix ViewLayers cache building)\n\n**Milestone 3 - Data-blocks management performances with many of them**\nTime estimate: `5 months`\n\n# Investigate how to best handle naming conflicts issues.\n**Most obvious idea would be store all used base-names in a GHash (one per ID type), along with used indices. Needs further design though.** #73412 (Improve name conflict handling in ID management)\n# Investigate the best way to cache bi-directional relationships info between data-blocks.\n**We already have a start of this with `BKE_main_relations_create()` & co, but it is heavily under-used and needs better design to be usable more widely.** #73413 (Cache data-block relationships info )\n# Fix/Improve handling of the Bone pointers (which are sub-data of `Armature` ID) stored in poses (which are sub-data of `Object` ID).\n**Ideally such horrible pointers should not exist ever. They are a very solid recurrent source of bugs in Blender.** Not sure how to best deal with them, at the very least we could add some generic ID API to ensure those kind of caches are up-to-date?\n\n\nSee also #68938 (Blender editing performance with many datablocks).\n\n**Later**\n\n* Dependency graph rebuild to be `O(1)` or `O(log(N))` (it is also `O(N)` at the moment). *???? would assume linear would already be nice performance for such a code?*\n\n**Notes:** -\n\n---\n",
"Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\n\n",
"Extremely Long time delay using geometry nodes with simple mesh boolean node 37706ms\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.6\n\nBroken: version: 3.2.0 Beta\n\nExtremely Long time delay using geometry nodes with simple mesh boolean node and difference (it takes **37706ms** for the mesh boolean node to do a cylinder difference)\n\n\nI've included the blend file which shows the times when you change the item to do a boolean difference 1 cylinder/count to 2 cylinder/count. \n\n**When I use the Boolean Modifier this time lag doesn't occur**. I've included this in the blend file for testing also.\n\n**PS: this time lag also occurs in Blender 3.1.2**\n\n\n\n[prego lid gn.blend.zip](prego_lid_gn.blend.zip)\n",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n"
] | [
"Separate by Loose parts hangs up this file\n%%%win32, r43745\n\n- Separate - by loose psrts\n- ........ ......... .........\n\nAnd I waited about 40 minutes, watched the whole serie of Monk. And nothing was happened. Blender stays busy, eats 50% of CPU on my double core Athlon.\n\nI don't know is it a bug or something else. The mesh was generated using PS and Explode.\nI think that the reason is that Explode leaves many disconnected spare vertices after \"Apply\". I'm not a coder but MB these vertices take too long to detect all loose parts. BTW a plane with more more simple structure (after Explode) gives the necessary meshes plus a lot of spare meshes with 1 vertex inside.\nIf we expect that Explode can be used in many ways (like this), it must generate the correct meshes after Apply.\n\nI found a pipeline to avoid this problem. If I do Select by Number of Vertices - Others, delete Vertices (it selects only lonely vertices in this case) before Separate then Blender successfully calculates all parts and gives the separate meshes. Other \"BTW\" I think that separating 478 objects in 20 - 30 secs isn't quite fast. It's only a test plane. If it will be needed to create a serious \"simulation\" then the number can be x100 times greater.\nNow I realize how I crave for the Node based modelling and particles in Blender :) %%%"
] |
outline not "dimmed
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Broken: version: 2.90.0 Alpha

[outline.blend](outline.blend)
| [
"Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n\n\nTest File:\n[#89968.blend](T89968.blend)",
"Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n",
"UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n\n\n",
"Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools",
"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",
"Color management is broken in the Sequencer\nOperating system: Linux-5.0.21-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.1.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: earlier build of 2.80 (hash: d62a749fcf48) and 2.79\n\nWeird things happens when changing the color management settings in the VSE:\n- wrong color display\n- make sound\n\nWith a movie strip displayed on the sequencer, changing the sequencer_colorspace_settings property in the Color Management changes the look of the image even when there is no color correction modifier on the strip. Example: using filmic log instead or sRGB will change the look which it should not.\nAlso, changing this setting does not apply the change directly, the VSE has to be refreshed.\n\nAnother issue with the color management is the change of exposure and gamma setting is way slower than it was on earlier build and it also makes the sound of the current strip/frame do some noise.\n",
"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",
"Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n\n",
"Multiscatter GGX is bugged\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\n\nOn a glossy Multiscatter GGX material, highlight on reflection seem to look dark and kinda like a donut at around 0.02 roughness.\nIt also seems to change depending on focal length and only happens when using the environment to light the scene\n> | rough 0.03 | rough 0.02 |\n> |---|---|\n> |  |  |\n\n\n- Add an HDRI to the scene\n- On an object (preferably flat) set a Glossy BRDF material with Multiscatter GGX\nThe HDRi used in the image is this one: autoshop_01\n[multiscatter_bug.blend](multiscatter_bug.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",
"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",
"Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.",
"Graph Editor: Curve drawing improvements\nProblem: keyframe dots can be somewhat hard to see, especially behind the current frame marker line.\n\n\n\n**Proposal**:\n- Change the default theme to draw the keyframe dots larger. The current theme draws at 6px, for modern displays this should probably be increased to 7-9px. It's probably better to defer a concrete choice for this until #68982 (Graph Editor: UI Scale effect on Curves drawing) is done.\n- Draw keyframe dots of selected keyframes on top of current frame line. Keep drawing unselected keyframe dots behind the line.\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",
"Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash"
] | [
"outline not rendered correctly in viewport when in perspective view\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 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen having intersecting objects and the active one is selected the outline of the active object that is inside/behind other objects looks like its on top of them. In orthographic view (numpad 5) its dimmed and gives the impression that its behind the other objects. (as expected)\n\n1. use attached blend file or create 2 intersecting objects\n2. select one to make it active\n3. look at the outline that is inside/behind the other object\n4. use Numpad 5 to switch from orthographic to perspective\n5. note the change in the outline, in orthographic its a lot dimmer then in perspective in the intersecting regions and gives the depth perception which in perspective it looks like its in front of the intersecting object which disrupts the depth perception.\n\n\n[outline.blend](outline.blend)\n\n\n"
] |
Grease Pencil Effects not animated in render
Operating system: OSX High Sierra
Graphics card: AMD Radeon R9 M370X 2048 MB graphics
Broken:2.80, cffdfea9aa, blender2.8, 2018-11-30,
Worked: (optional)
When A Grease Pencil object has an effect assigned to it with key framed properties, the animation works in the viewer but not when rendered as an animation
1. Delete the cube.
2. Add Grease Pencil stroke.
3. Add A Wave Grease Pencil Effect.
4. Keyframe the phase at frame 1.
5. Keyframe a different phase at a later frame.
6. Play it in view (it works - although not 100% of the time)
7. Render sequence as animation.
The animation won't show the phase change.
happens 100% of the time. | [
"Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.",
"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)",
"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.",
"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.",
"Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n\n\noverlay off:\n\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n",
"Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)",
"Draw mode - separation in Grease Pencil coping layers that are empty\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nIn Draw mode - separation in Grease Pencil on object coping layers that are empty from old GP_object. This made missunderstanding.\n\n1. Add GP Blank or Stroke\n2. Made 5 or more drawnings, eg. lines on 5 diferent layers\n3. Separate 2 layers to other GP_object to leave 3 layers\n4. Check the Object Data Properites for Stroke1 and Stroke2 after separation - the new Stroke2 have all layes but empty after separation just the 2 layers separated have objects (this is corect) like Stroke1 - no sense to import layers if object from these layers are not separated\n - this made conflict in some way of:\n1whbbc/ GP - move layer betwen objects (by menu and outliner)\n0whbbc/ GP - duplicate layer for stroke by RMB on layer or outliner\n3whbbc/ GP - Draw - Merge Layers by RMB on Stroke layer and outliner\n\nIn other way user should have option to separate with whole layers ot without (as option maybe)\n\n\n",
"Grease Pencil Draw Tool Settings displayed in the wrong context\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52, hash: a0f3...\nbuild date: 2019-07-06, 01:03:01\n\n\n\n**To reproduce:**\n\n - Create a Grease Pencil Object\n - Enter Draw Mode\n - Display tool settings, either in the header or the properties window\n - In the toolbar, click on the Erase or Fill tool\n - Now click on one of the Add tools (Line, Arc, Curve, etc.)\n - Look at your tool settings\n\nNote that when you switch from the Erase or Fill tool to an Add tool, the settings do not change to the correct ones! Instead, the settings or the Erase or Fill tools remain. You have to select the draw tool before selecting an add tool in order to refresh the settings. \n\nThis bug appears for the tool settings in both the properties window and the header.",
"Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n",
"Grease Pencil sculpt tool affecting strokes behind camera\nOperating system: Windows 11 Home\nGraphics card: Nvidia GeForce MX350\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\nWorked: ?\n\nIf the 3D view camera has strokes in front of it (visible on screen) as well as behind it (not visible on screen), in Grease Pencil's Sculpt Mode, using the grab tool will affect not only the strokes that you can see, but also the ones behind the camera that you do not see.\n\n1. Move the Camera object to the origin\n2. Create an empty Grease Pencil object\n3. Place the 3D cursor a little bit in front of the Camera object, set the Stroke Placement to 3D Cursor and the Drawing Plane to View. Align the 3D view to the active camera object.\n4. Draw some strokes, make sure to cover a good portion of the screen. The strokes will be visible.\n5. Rotate the active camera object around the Z-axis 180 degrees. Move the 3D cursor to again be a bit in front of the camera and make sure the 3D view is aligned to the active camera object again.\n6. Draw some more strokes. They will be visible, while the strokes from before are now no longer visible since they are behind the camera.\n7. Go to Sculpt Mode and select the grab tool.\n8. Grab and manipulate some strokes that you can see.\n\nExpected outcome: only the strokes from step 6 are manipulated, and the ones from step 4 are not.\nActual outcome: both the strokes from step 6 and step 4 are manipulated.",
"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",
"Tooltips doesn't display when play animation\nOperating system: Linux-4.15.0-64-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.8\n\nTooltips doesn't display when play animation, work otherwise\n\nDefault startup:\n \n* Play animation\n* Tooltips doesn't show \n\n",
"Grease Pencil - drawing preview ignores canvas settings\nOperating system: Windows 10 Pro 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: 2.83 and 3.5 latest\n\nWhen previewing grease pencil (before pen release), the Stroke Placement settings do not render properly. It looks like the preview is stuck on \"View\" but renders correctly on pen release. In my GIF you can see the strokes clipping, but appear correct after pen release. Can this be fixed? It's easily repro'd and consistent in multiple versions\n\n1. Create basic Mesh.\n2. Create Grease Pencil object above Mesh.\n3. Set Stroke Placement to \"3D Cursor\" or \"Origin\" and set Drawing Plane to anything but View.",
"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",
"Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n"
] | [
"Data is not evaluated for grease pencil VFX in render animation but works in viewport\nIf you add a VFX and animate any property or add any depsgraph related object (for example the location of one object to manage VFX), the data is evaluated in viewport, but when render the data is not evaluated.\n\nTo reproduce:\n\n1) Open attached file\n2) Move timeline current frame. The VFX works.\n3) Render one frame (F12)->works\n4) Render animation. (Ctrl+F12)->All frames are equal.\n\n[DEPSGRAP_FX.blend](DEPSGRAP_FX.blend)"
] |
Incorrect Mark Seam result in UV editor.
[bug3.blend](bug3.blend)
Broken: 2.82a release
Worked: (optional)
UV image editor marks and clears seams incorrectly when part of the geometry is hidden. If you try the same in 3d view it works as expected.
Open attached .blend file. (it's just a cylinder with some hidden faces)
In the UV editor(not the 3d view!), click on the UV dropdown, then click on mark seams.
If you look in 3d view, it marked 2 unrelated edges.
If you then clear seams in the UV editor, those edges will also be cleared.
If you mark and clear seams from the 3d view dropdown, it will only mark and clear the circle seams, not those two edges, thats what should have happened in the UV editor's mark/clear seams. You can alt +H in the 3d view to see the hidden geometry, if that's any helpful for solving this bug. | [
"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.",
"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",
"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",
"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",
"UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)",
"Grease pencil. Mask not working when masking layer has more than one keyframe\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhen my masking layer has only one keyframe, masked layers display as expected. When my masking layer has more than one keyframe expected masking doesn't happen.\n\n* open .blend (the mask layer has two keyframes, both having the same filled shape)\n* expected result: the strokes on the 'marks' layer that intersect the shape on the mask layer are always visible\n* actual result: the strokes on the 'marks' layer that intersect the shape on the mask layer are only visible after i delete the second keyframe on the 'mask' layer\n\nWhile dragging the timeline play head the marks layer appears as expected, correctly masked. But when i release the mouse button the marks layer disappears entirely again.\n\n[isthisamaskbug.blend](isthisamaskbug.blend)",
"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",
"Blender renders wrong in viewport\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.93.0 Alpha\n\n\n\n1) steps to reproduce:\n\nopen blend file [circular_circles_wave_emission.blend](circular_circles_wave_emission.blend)\n\n2) in viewport change to rendered view\n\n3) you will see:\n\n\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n\n\nwhich is correct\n\n",
"Inset faces and Bevel Edge command has bugged interaction with Undo command and shape keys\nOperating system: Windows-7,10\n\nBroken: version: 2.83 (sub 2)\nBroken: version: 2.82 (sub 6)\n\n\nIn edit mode, while selecting a shape key, the Inset operation (I) followed by any other operation (Translating vertices or extruding or whatever), followed by an Undo (Ctrl-Z) command causes the shape key selector to hop to the \"basis\" shape key. This also occurs when using the `Bevel` command.\n\nFrom Default Startup:\n1. Create two shape keys: \"Basis\" and \"Key 1\"on Default Cube. Selection will be on \"Key 1\"\n2. Go into edit mode\n3. Inset a face on any of the existing faces with \"I\"\n5. Do ANY other operation or operations, such as moving a vertex or extruding. The bug occurs with any number of operations done after the Inset command.\n6. Undo (Ctrl-Z)\n7. Observe Shape key information as the undo command causes the selection to switch from \"Key 1\" to \"Basis\".\n8. Keep `Undoing` until you `Undo` the `Inset` operation.\n9. Notice that the shape key selection jumps back to \"Key 1\" as you `Undo` the `Inset`. \n",
"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)",
"'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).",
"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",
"Ngons creating unwanted lines in Freestyle\nWindows 7 Pro 64-bit\nIntel Core i7-4770K CPU @3.50GHz\nASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini\n\n\nBroken: (example: 2.70 47e9057\n```\n ...also broken in Blender official 2.69 and official 2.70\n```\n\n\n\nFreestyle has a problem rendering Ngons in such a way that extra, unwanted lines are generated.\n\nIt appears to be a faulty subdivision of the Ngons during that part of the render process where the information is passed through to Freestyle for creating the strokes.\n\nIf the Ngons are first triangulted – either by hand or else using the triangulate modifier – then the faulty lines do not appear in the Freestyle render.\n\nThe images show the problem.\n\nImage 01 shows the render with the faulty lines indicated. \n\nImage 02 shows the mesh. The Ngons that give the problems are selected. \n\nImage 03 again shows the mesh, this time with the Ngons triangulated. \n\nImage 04 shows the correct render following triangulation of the Ngons that give the trouble. \n\nHere is the blend file. [FS_bad_Ngon_render.blend](FS_bad_Ngon_render.blend)\n",
"Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n",
"Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n"
] | [
"All edges with seams when i do mark seam in uv editor\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n\n\n"
] |
Unify outliner "select hierarchy" behavior with shift-selection behavior
- Shift selecting multiple objects highlights them in blue and enables control-clicking to de-select single objects.
- Using "select hierarchy" to do the same does not highlight them in blue, and does not enable control-clicking to de-select single objects (or the root).
Since viewport and outliner selection is now finally unified, so should the other various selection options also be.
The current behavior feels like a consistency break in the user experience.
Use case:
10320
Tested in both 2.81 beta and 2.82 alpha.
| [
"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",
"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`",
"Make channel selection consistent with outliiner\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\n\nChannel selection are either cleared or not detected when selecting with Shift-ctrl-LMB\n\n- open attached file\n- In outliner `ctrl-click` on two objects to select them\n- then `shift-ctrl-click` on third object (selects third object and doesn't clear previous selection)\n- Now perform same with animation-channels\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",
"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)]",
"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",
"Collections (parent task)\nPossible improvements for collections user interface:\n* G-key group operators in the 3D viewport and object properties should become more clear.\n* Creating a new collection in the outliner could put all the selected objects (and collections?) in it.\n* Shortcut keys to improve usability, as in #54707.",
"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",
"Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)",
"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",
"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]().",
"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)",
"When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner \n\n3. Choose your interaction mode \n\n4. The mode changes to the one you selected \n\n",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"AutoMerge Keyframes only deletes unselected keyframes (scaling muliple selected to zero or snapping to the playhead fails)\n\n\nLinux Ubuntu & GeForce GTX 580\n\n\nBroken: master\n\nWith \"AutoMerge Keyframes\" toggled on it simply doesn't do that, whether you're scaling keyframes or moving them around.\n\n[auto_merge.blend](auto_merge.blend)\n\nMake an armature, go to pose mode and set keyframes on the bone. Scroll forward a few frames, move the bone around (and rotate) and key it again. Do this a couple of time so you have some keys to work with.\n\nIf you select all the keys in the dopesheet editor and scale them down so some of them land on the same frame, blender doesn't automerge them. The keys seem to still exist on the same frame, as you can see in the graph editor. Even if you select all the keys and move them by one frame (which should trigger the automerge) it still doesn't merge the keyframes.\n"
] | [
"2.81 Outliner: inconsistent selection and context menu\nBroken: 2.81, 2.82\n\nIn outliner, \"Select\" and \"Select Objects\" menu items select objects in 3D viewport, but not in the outliner. This makes these options unusable for selecting (disjoint) groups of objects.\nExample:\n\n1. In the default scene, make a new collection and move one of the objects into it, let's say the Camera.\n2. In the Outliner, right click \"Collection\" and choose \"Select Objects\". Cube and light become selected, but there's no outliner selection background on them.\n3. In the Outliner, Ctrl-click the Camera.\n\nExpected behavior: all three objects selected, Camera active.\nCurrent behavior: Cube and Light are deselected, Camera is selected and active.\n\nFurthermore, while an object is active in the outliner, right-clicking anything else in the Outliner brings up the Object context menu. So, for example, on cannot right-click a collection and see the \"Select Objects\" option."
] |
Material shadows not updated with rna_Material_draw_update
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Broken: version: 2.80 (sub 74)
Worked: (optional)
When we change material shadow mode, for example, the shadows are not updated in the viewport
Steps:
- open this .blend:
[Material_shadow_mode.blend](Material_shadow_mode.blend)
with last 2.8
- go in "rendered" shading mode with eevee
- change shadow mode from opaque to alpha hashed for example
- > the shadows are not updated
Note:
This patch (which is not a fix):
[p.diff](p.diff)
forces the shadows update when we switch several times between shadow modes. | [
"When changing the node type in material, sockets of different node types are reused\nOperating system: MacOS\nGraphics card: Apple M1\n\nBroken: main\nWorked: don't know\n\nShader nodes that have the same input sockets can have different default values.\nBut if you switch between shader nodes in the material interface, then the default values will first of all be copied from pre-existing socket of a node of a different type. Because of this, default values may not be used and may look strange.\n\nIn the default scene, assign Glass BSDF material to the default cube, and check the \"Roughness\" field. Now assign another material without \"Roughness\", such as Hair BSDF, then assign Glass BSDF material again and check the \"Roughness\" field.\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)",
"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",
"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.",
"Cycles Hair Shadow Repetition with Transparent BSDF\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce 9600 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 3.1.0 Alpha\nWorked: versions prior to 3.0\n\nHair particles cast a repeated shadow pattern when using a Transparent BSDF node. The number of repetitions appears related to the number of strand steps. Furthermore, changing the transparency has no effect on the shadows.\n\nExpected results (Blender 2.9.3 and earlier):\n\n\nUnexpected results (Blender 3.x):\n\n\n\n\n\n - Load example file [Transparent Hair Shadows.blend](Transparent_Hair_Shadows.blend)\n - Render viewport and observe the stepped shadows (note that the shadows only render in the viewport, as per this separate report T94136).\n - Change the Viewport Display Strand Steps and note the change in repetitions. Values higher than 3 produce no shadows at all.\n - Change the hair material's ColorRamp gradient and note that the shadows remain unchanged\n\n\n\nA use case for transparent hair is to dissolve the hair root with a gradient to soften the hard edge, creating the impression of it being embedded in translucent skin.\n\n",
"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",
"Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related",
"Large soft shadows converge to an incorrect result in EEVEE viewport.\nOperating system: Linux-5.16.0-3-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken version: 3.2.0 Alpha\nBroken version: 3.1\nBroken version: 3.0\nBroken version: 2.93\nBroken version: 2.92\nBroken version: 2.91\nBroken version: 2.90\nBroken version: 2.83\nBroken version: 2.82\nBroken version: 2.81\nBroken version: 2.80\n\nWhen rendering large soft shadows in the EEVEE viewport, it converges to an incorrect result at high sample counts. Here are some examples:\n||||\n| -- | -- | -- |\n|EEVEE viewport - 512 samples (\"Mostly Normal\")|EEVEE viewport - 16,384 samples (\"Broken\")|EEVEE final render (`F12`) - 16,384 Samples (To be used for comparison)|\n\n1. Start with the default scene.\n2. Add a ground plane. ({nav Add > Plane} then scale it up and shift it below the cube)\n3. Select the default light and change it's radius to `2m`\n4. Render the scene in EEVEE to a high sample count in the viewport. This can be done by setting the `EEVEE viewport sample count` to something like 16,384 and letting it process. \n5. Render the same scene in EEVEE with a final render (`F12`) and the same sample count and compare it to the viewport result. Notice that it's very different.\n\nNote: Soft shadows is enabled by default in EEVEE in modern versions of Blender. But depending on your defaults, you might have to enable it. It's in {nav Render Properties Editor > Shadows > Soft Shadows}",
"EEVEE: Slow Shader compilation when editing Vector Transform Node values\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.0, 3.6\nWorked: \n\n**Short Description**\nThe Vector Transform Node output doesn't update when changing input value used for unconnected socket. \nIt updates normally if a Combine XYZ is used instead. It also updates normally in Cycles Renderer.\n\n**Steps to Reproduce**\n- Open .blend file\n- Change `vector` socket value with mouse-drag (shaders are compiling until mouse is steady/released)\n- Now Connect `combine XYZ` to `vector transform node`\n- Edit socket values of `Combine XYZ` node\n\n",
"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",
"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",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n",
"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.",
"Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n"
] | [
"EEVEE Alpha Clip/Hashed shadows don't auto-refresh every frame in the viewport\nOperating system: Xubuntu 19.04\nGraphics card: Nvidia GTX 860M\n\nBroken: 2.80 official release\n\nWhen the current scene is being played back, materials with Image Sequences or Movies with alpha channels and the Shadow Mode set to \"Alpha Clip\" or \"Alpha Hashed\" don't update the shadow ***in the viewport*** until the frame is changed by scrubbing the timeline.\n[duwane.mp4](duwane.mp4)\n\nYou may import this video as a plane and set its shadow mode to Alpha Clip or Hashed.\nOr download it and throw it into your shitpost folder. I won't judge.\n[duane.avi](duane.avi)"
] |
Crash
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 25.20.100.6446
Broken: version: 3.2.0 Alpha
[crash while clicking on view port of layout from geometry node please check screenshot ]
 | [
"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.",
"Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\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)",
"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",
"Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)",
"Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ",
"2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.",
"Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n",
"Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\nOut of scene frame range:\n\n\nInside scene frame range:\n\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\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",
"Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n",
"Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n"
] | [
"Crash on clicking in viewport with active GN workspace\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 3.1.0 Beta\n\nWhen I clink with LMB in the middle of the plane Blender crashes.\n\n\n[untitled.blend](untitled.blend)\n1. Open the file (some times it crushes on this step)\n2. LMB on the plane\n"
] |
Vertex Group Sort-by-Name misdirects Data Transfer modifier
Operating system: Linux
Graphics card: RTX-2060
Broken:
3.2.0 (release)
Worked: ?
Vertex Group Sort-by-Name misdirects field set in Data Transfer modifier.
(seems to be like #84152 ? but why have DataTransfer say it is working by Name if it is working by Index?)
See Text in sample file for more details & steps to follow to recreate error.
[test042_vGrpMisdirect.blend](test042_vGrpMisdirect.blend)
| [
"Mirror modifier produces odd normals along the seam for Custom Normals.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\n\nDespite the normals of the seam being pre-aligned in mirror plane, so that they shouldn't change, the resulting normals after mirror seam merge aren't the average of the input, but produce some odd angles.\n\n[normals.blend](normals.blend)\nTurn Mirror modifier or it's Merge on/off -> the seam is clearly visible. Resulting normals don't point in the direction of the original vertex pairs.\n",
"Mesh calc_smooth_groups(use_bitflags=True) issue\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2070S\n\nBroken: 3.0.0\nWorked: \n\nIf use_bitflags is True calc_smooth_groups returns only 1 smoothing group for opposingly facing faces when they share a vertex, see attachment. \n[flip.blend](flip.blend)\nIf use_bitflags is False calc_smooth_groups returns 2 smoothing groups in this case which is fine.\nIf use_bitflags is True and the 2 faces share an edge it returns 2 smoothing groups which is also fine.\n\nbpy.data.collections- [x].objects- [x].to_mesh().calc_smooth_groups(use_bitflags=True)\nreturns ((1, 1), 1) instead of ((1,2), 2)",
"Batch Renaming Subdivided Bones Bug\nOperating system: Windows 10\nGraphics card: GTX 1660\n\nBroken: 3.0\nWorked: hasn't\n\nbatch naming subdivided bones messes with names\n- Open .blend file\n- Switch to edit mode\n- ctrl f2 to batch rename, change objects to bones, type to set name, method to new, name to anything, click ok.\nthe order for the bone names gets reversed. \nif you did individual subdivisions for a bone, the names get scrambled\n\nreference: LlLCkwp\n\nthe \"fix\" was to tab out into object mode before batch naming the subdivided chain.\n\nTest File:\n[#94090.blend](T94090.blend)",
"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",
"Avoid clipping data-block name in data-block menu because of library name\nThe grayed out, right aligned library .blend name in the menu can cause space problems when the data-block name and/or the library name are long. E.g. from #77929: \n\nA few things we could do:\n* - [ ] Increase the menu width.\n* - [ ] Hide the `.blend` suffix.\n* - [ ] Hide the square brackets.\n* - [x] Show the full data-block and library name in the tooltip.\n* - [x] Clip the middle of the data-block name, not the end.\n* - [x] Clip the library path name.\n* - [ ] (Dynamically enlarge the menu width based on the item name widths.)",
"Strange hair along small faces line in vertex group\nOperating system: Win 10 Pro\nGraphics card: GTX 1060Ti\n\nversion: 3.3.0 Release Candidate, branch: master, commit date: 2022-09-01 17:38, hash: f366d197db24, type: release\nbuild date: 2022-09-02, 00:43:37\nplatform: 'Windows-10-10.0.19044-SP0'\n\n\n- create a circle\n- rotate it at topview 90° at x axis\n- switch to edit mode\n- extrude in topview along y axis to make a long small cylinder\n- extrude one more sction at y axsis and scale it with alt+s to made a small tip\n- add 5 or 6 loopcuts\n- select at left and right side a face line from cylinder\n- remove the vertices from last two loops opposite the tip\n- make a vertice group and assign it (100%)\n- switch to object mode\n- add a particle system and switch to Hair\n- in Emission set:\nnumber: 150 (equal, each num mades different problems)\nseed: 0\nhair lenght: 4 m\nsegments: 3\n- enable the vertex group\n- go to children and activate \"interpolated\"\n\nnow comes very strange assignments with hair, wrong lengts und strange deformed areas (if you scale points along a axis).\n\n[strange_hair.blend](strange_hair.blend)\n[system-info.txt](system-info.txt)",
"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",
"Unique generic attribute names can break armature binding process\nOperating system: N/A\nGraphics card: N/A\n\nBroken: Current main (48950ff934de4)\nWorked: 3.6 (before extending unique names to vgroup as 'virtual' part of generic attributes)\n\nRelated to/caused by !109910.\n\nParenting (binding) a mesh to an armature is broken if other existing generic attributes are already using some of the bones' names.\n\nSee also 31073\n\nStarting with default cube from default startup file:\n\n1. Add (or rename) a generic attribute to `Bone` (e.g. a UVMap).\n2. Create a default, one bone armature.\n3. Parent the cube to the armature, with one of the vgroup creation options (e.g. automatic weights).\n4. The newly created vgroup is named `Bone.001`, and the bone does not deform the cube object at all.\n\nFinal result: [armature_bones_generic_attributes_name_collision.blend](attachment)\n\n--------------------\n\nNote: this is a very dumb, but also very good example of the kind of issues that name uniqueness is going to cause in existing code and workflows.\n\n",
"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",
"Geometry Nodes modifier input: Show More descriptive names in the dopesheet\nRight now animated geometry nodes modifier properties get an infamous label such as \"Input_2\". It should instead show the name that is shown in the UI, just like the other (non-geometry nodes) modifier properties.\n\n{[F13048799](image.png), size=full}\n\n[modifier.blend](modifier.blend)\n\nA proposed solution by @HooglyBoogly + @JulianEisel is to introduce \"labels\" to the UI data of ID Custom Properties.\n\n*This doesn't touch the Python API.*",
"Nodes: Group input values are lost when ungrouping\nOperating system: Linux-5.15.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: Curent main.\nWorked: Never.\n\nParameters are lost when ungrouping a geometry node NodeGroup\n\nUsing the given blend file with a NodeGroup that displays 2 cubes :\n1. Ungroup the NodeGroup.\n2. Parameter (a translation value) is lost (translation is now zero and the 2 cubes overlap).",
"Modifier parameter driven by custom property recalculates with any transform.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\nIt is no matter what source drives modifier and what parameter drivered.\n[2021-02-01_19-50-30.mp4](2021-02-01_19-50-30.mp4)\n\n[untitled.blend](untitled.blend)",
"Mistranslated Modifier Option on MacOS using Logitech Mouse\nOperating system: MacOS 12.6\nHardware: Mac Studio M1\nBlender Version: 3.3.0\n\nI use a Logitech M500s corded mouse (FW 53.00.0011) and I programmed the 4th and 5th buttons (on the side) using Logi Options (version 9.70.29) to Modifiers, Shift on one, and either Ctrl or Cmd (I have not settled on which is better) on the other. This has worked fine on all my software until Blender.\n\nAlso, since the Middle button on the mouse is critical in Blender, and since the M500s defaults to side scrolling (which I never use) when you tilt the wheel and these activate way too easily, I re-programmed both the tilts to emulate a Middle mouse button click. I left the normal wheel scrolling untouched. This allows me to click or tilt the wheel to get a Middle mouse click without worrying if I hit it correctly. This has worked great in Blender, both the normal scrolling and middle mouse clicks work as expected.\n\nWhat does not work in Blender is my using buttons 4 and 5 as modifiers when I combine them with other mouse actions. I was getting unexpected results, so I used Keymap to find out what was happening, and discovered the following:\n\nPressing button 4 (or 5) alone works: I see the appropriate \"Ctrl\" (or \"Shift\") appear but it does not map, of course, as I am only providing a modifier. I see the same effect on the status bar when I press the buttons in the editors. I see the guides correctly change for each modifier press.\n\nPressing button 4 (or 5) with a keyboard key works: Blender correctly maps the appropriate modifier (Shift, etc.) with the selected key. Same happens in the editors, e.g. when I use the modified mouse button for \"Shift\" and hit \"A\" on the keyboard, the Add menu pops up correctly.\n\nPressing button 4 (or 5) with mouse Left or Right buttons fails: Blender maps the appropriate modifier (Shift, etc.) but with button 4 (or 5) instead of with the pressed Left or Right button. If Blender is doing this elsewhere, it would explain why I am not getting expected results in the Editors.\n\nPressing button 4 (or 5) with a Middle mouse button (any as programmed) fails: Blender maps the appropriate modifier (Shift, etc.) but with \"Wheel Up\" instead of with the Middle button. Again, this could explain my unexpected results in the Editors.\n\nBy the way, when I press button 4 (or 5) and move the wheel, I get the same map, the appropriate modifier with the appropriate \"Wheel\" direction, although I can get \"Wheel Down\" with the actual wheel.\n\nAlso, when I press a Middle mouse button alone (any three): Blender correctly maps the Middle mouse button as pressed. As it does with any other mouse action except the buttons modified to be Modifiers.\n\nI tested for this problem on my Windows 11 system. Different mouse, G502, and different options software (G Hub vice Logi Options) but same Modifier settings (Shift and Ctrl) for buttons 4 and 5. It worked fine on my Windows system.",
"USD: Attribute import warnings and errors\nBroken: latest master branch\n\nAttempting to read certain USD attribute types generates warnings and errors in cases where conversion should be possible\n\nReading the attached `read_attribs_test.usd` (originally provided by @Bone-Studio) generates the following warnings and errors. Although it's to be expected that some attributes can't be handled (e.g., non-array floats and ints), it seems like we should be able to convert point3[hfd] and perhaps string arrays.\n\n> Error: Generic primvar primvars:dopobject: invalid type string[]\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type string for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unsupported type int for mesh data\nWarning: Unable to get array values for primvar primvars:neighbors\nError: Generic primvar primvars:orient: invalid type quatf[]\nError: Generic primvar primvars:patchname: invalid type string[]\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type point3f[] for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nError: Generic primvar primvars:target_path: invalid type string[]\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\nWarning: Unsupported type float for mesh data\n\n",
"Remesh modifier causes splitting wrongly\nWindows 7 Professional Service Pack 1 64-bit\nIntel Core i7-2600 3.40GHz\n8GB RAM\nNVIDIA GTX560\n\nBroken: 2.77 22a2853\n\nRemesh modifier causes splitting wrongly.\nIt happens when remesh modifier's scale value is 3/4, 1/2, 3/8, 1/4, 3/16 etc.\n\n[RemeshGlitch.blend](RemeshGlitch.blend)"
] | [
"Data Transfer Modifier Layer selection and Layer mapping vertex groups selections are affected by \"Sort by name\" and \"Sort by bone hierarchy\" at Object Data Properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso broken: 2.90.1 , 2.91\n\nIf one changes the vertex group order at Object Data Properties it changes the groups that has been selected to the data tranfer modifier.\n\n\nFrom Default File\n\n 1. Create Armature.\n 2. Select Armature and go to edit mode.\n 3. Duplicate the Bone two times so that you have Bone, Bone.001 and Bone.002.\n 4. Parent (keep offset) Bone.001 to Bone.002. \n 5. Parent (keep offset) Bone.002 to Bone.\n 6. Parent the default Cube to Armature with automatic weights\n 7. Check Cubes Vertex Groups. You should now have the order from top to down:\n```\n Bone, Bone.002, Bone.001\n```\n 8. Duplicate the Cube.\n 9. Add data transfer modifier to Cube.001\n 10. Set ”Source” for the modifier. Set Cube as an source.\n 11. Select ”Vertex Data” form the modifier\n 12. Select ”Vertex Groups”\n 13. Set mapping as ”Topology”\n 14. Set Bone.002 to” Layer Selection”\n 15. Set Bone.002 to ”Layer Mapping”\n 16. Press ”Generate Data Layers” cause ritaul requires so.\n 17. Go to the Cube.001 ´s Object Data Properties and change the vertex group order by selecting ”Sort by Name”. The order should now be Bone, Bone.001, Bone.002.\n 18. Now go back to the modifier and see that the Layer Mapping section has changed from Bone.002 to Bone.001.\n 19. Select ”Cube” form the outliner or viewport\n 20. Go to Object Data Properties and change the vertex group order by selecting ”Sort by Name”\n 21. Select ”Cube.001”\n 22. Now go back to the modifier and see that the Layer Mapping section has changed from Bone.002 to Bone.001.\n\nReady made file\n\n[data_transfer.blend](data_transfer.blend)\n\nExpected result: Switching between Sort by Name and Sort by Bone Hieracry in the Object Data Properties should not have any affect to the selections in the modifier."
] |
Symmetry UI not refreshing when toggled with a shortcut
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98
Broken: version: 3.5.0 Alpha
Symmetry UI not refreshing when toggled with a shortcut
Enter in edit mode
Put a shortcut to a symmetry button

Press the shortcut
The symmetry state changed but not the UI
| [
"\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle.",
"Some hotkeys stop functioning after conforming Chinese/Japanese text input\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.4\n\nSome hotkeys stop functioning after conforming Chinese/Japanese text input.In my case,the pie menu on {key ~}{key ,}{key .} are disabled, though if after input,switch to another input method, these hotkeys become available again.\nI‘m using **Microsoft Pinyin** input method on Win10.\n\n**Exact steps for others to reproduce the error==\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **3.0 Alpha**\n- Install **Microsoft Pinyin** input method:\n\n- Default setup.\n- Rename the cube in Chinese/Japanese.\n- Test the hotkey {key ~}{key ,}{key .}, they shouldn't be functioning.\n- Change the input method to something else, test {key ~}{key ,}{key .}, they should be functioning again.\n- Input some Chinese/Japanese in the text field, test {key ~}{key ,}{key .}, they shouldn't be functioning again.\n\n",
"Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)",
"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.",
"Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\n",
"Midpoint snap always turn on when panning with shift + middle click if use knife tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nCPU : intel i3 2328m\n\nBroken: version: 3.0.0 Alpha\nWorked: ??? (i think before the gsoc knife feature is merged)\n\nmidpoint snap in knife tool get turn on(like a toggle) when panning if use knife cut\n\n1. use knife tool\n2. click some where to start cutting until purple line appear and click where you want cut\n3. pan with a shift + middle click\n4. see on bottom bar the midpoint snap option is turn on and not turn off until i click shift again (it behave like a toggle i think)\n\n",
"Missing modal keymap settings for operators such as `Inset Faces`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: unknown\n\nHi. Today I noticed that in the preferences there is no panel to customize hotkeys in modal mode for the \"Inset Faces\" operator.\n\n",
"LOAD UI - Checkbox Status Ignored\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 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: (Unknown)\n\n\nWhen opening a file with a UI that does not match the default UI, the file's internal UI is loaded regardless of the LOAD UI checkbox being marked \"OFF\". More specifically, the MODE of a workspace is not respected and uses what ever mode is used within the file.\n\nIE, the default is \"Object\", while a scene can override it to something else - in this example, Texture Paint.\n\nAs the mode is part of the workspace setting, it should not be overriding when the scene is opened.\n\n\n\n\nSee screenshots.",
"Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey",
"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)",
"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 ",
"History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n",
"Changes to a PropertyGroup in the preferences of an addon do not trigger the flag indicating changes to save\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nUser preferences and add-on preferences are normally auto-saved when Blender exits, and it is triggered when the user modifies preferences data through the UI.\nBut there appears to be a bug that prevents this from happening when the preference data is defined inside of a property group.\n[2020-01-08 16-39-50.mp4](2020-01-08_16-39-50.mp4)\n\n- Install the simplified addon attached - (simple script that adds/draws two preference variables for an add-on: One directly inside of a class derived from `bpy.types.AddonPreferences`, and one inside of a class derived from `bpy.types.PropertyGroup`)\n- In the addon UI, modify any the group preferences - (neither value will be saved on exit)\n- In the addon UI, modify the root preference - (dirty flag or auto-save will be triggered)\nA similar issue occurs when preference values are programmatically altered (auto-save is not triggered), but I'm not sure if this is a bug, or lack of a feature.\n[user_pref_addon.py](user_pref_addon.py)",
"Update sculpt mode symmetry options as properties of meshes\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 have been multiple patches to improve the symmetry behavior on painting/sculpt modes:\n- 5502517c3c\n- fa9b05149c2ca3915a4fb2670c87a648d927336c\n\nSome `bpy.data.scenes` properties have been left out of this and still need to be unified as a mesh property instead:\n- `tool_settings.sculpt.lock_x`\n- `tool_settings.sculpt.lock_y`\n- `tool_settings.sculpt.lock_z`\n- `tool_settings.sculpt.use_symmetry_feather`\n- `tool_settings.sculpt.radial_symmetry[0]`\n- `tool_settings.sculpt.radial_symmetry[1]`\n- `tool_settings.sculpt.radial_symmetry[2]`\n- `tool_settings.sculpt.tile_offset[0]`\n- `tool_settings.sculpt.tile_offset[1]`\n- `tool_settings.sculpt.tile_offset[2]`\n- `tool_settings.sculpt.symmetrize_direction`\n\n",
"Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n"
] | [
"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)"
] |
Regression OpenCL doesn't build anymore
AMD RX480 with 16.10.2
Broken: f94a460
Worked: f112986
OpenCL kernel doesn't build anymore
Try to render anything, you get:
```
OpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.
OpenCL program base build output: C:\Users\user\Desktop\blender-2.78.0-git.f94a460-windows64\2.78\scripts\addons\cycles\kernel\kernels/opencl\../..\../../kernel_shader.h:280:17: error: no member named 'ob_tfm' in 'struct ShaderData'
ccl_fetch(sd, ob_tfm) = lamp_fetch_transform(kg, lamp, false);
~~ ^
C:\Users\user\Desktop\blender-2.78.0-git.f94a460-windows64\2.78\scripts\addons\cycles\kernel\kernels/opencl\../..\../../kernel_types.h:757:31: note: expanded from macro 'ccl_fetch'
# define ccl_fetch(s, t) (s->t)
^
C:\Users\user\Desktop\blender-2.78.0-git.f94a460-windows64\2.78\scripts\addons\cycles\kernel\kernels/opencl\../..\../../kernel_shader.h:281:17: error: no member named 'ob_itfm' in 'struct ShaderData'
ccl_fetch(sd, ob_itfm) = lamp_fetch_transform(kg, lamp, true);
~~ ^
C:\Users\user\Desktop\blender-2.78.0-git.f94a460-windows64\2.78\scripts\addons\cycles\kernel\kernels/opencl\../..\../../kernel_types.h:757:31: note: expanded from macro 'ccl_fetch'
# define ccl_fetch(s, t) (s->t)
^
2 errors generated.
error: Clang front-end compilation failed!
Frontend phase failed compilation.
Error: Compiling CL to IR
Error: EXCEPTION_ACCESS_VIOLATION
``` | [
"Poly Build Tool: Editing poly build keymap causes poly build tool to not work properly\nWindows 10\nGeForce GTX 1080\n\nv2.81 Alpha\nDate: 2019-09-10 15:07\nHash: 8f55794c0e80\n\nWith a default blender open, edit the poly build keymap. The tool doesn't work properly with the new key assignment. \n\nFor example, switch 'face at cursor move' to shift + left mouse, and 'poly build delete at cursor' to ctrl + left mouse.",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"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",
"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",
"Code cleanup\n- [ ] Directly pass `params` to `filelist_setfilter_options()`.\n- [x] Port new asset files to C++.\n- [ ] Port `filelist.c` to C++? Think this file could be greatly cleaned up by using some simply C++ features (like simple inheritance for the individual list types).\n- [x] Remove unused asset code from old design (e.g. `AssetUUID`, `AssetUUIDList`, etc) (88c855174d4)\n- [ ] Add runtime struct to `SpaceFile`. Eventually could store: `rebuild_flags`, file-list, `folders_prev`/`folders_next`, active operator pointer, timers and layout.\n- [ ] Either remove `FileDirEntry.description` or use it for asset file tooltips (taking the description from `AssetMetadata`).\n- [ ] Check disabled assert in `BKE_object_copy_particlesystem()` with Sergey. *(Okay not really a cleanup...)*\n- [ ] The file browser and `ED_OT_lib_id_load_custom_preview` use \"active_id\" for the focused data-block context member name should be just \"id\".",
"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",
"Hair Dynamics: cannot generate a valid particle cache\nOperating system: 4.20.12-gentoo Linux\nGraphics card: Radeon(TM) Pro WX9100 (VEGA10, DRM 3.27.0, 4.20.12-gentoo, LLVM 6.0.1)\n\nBroken: 2.80 (sub 48) commit hash: bf9904ec8018 Build: 2019-03-13 01:14:16 Linux Release branch: blender2.7\n\nWorked: (optional) 2.79b commit hash and date unknown; compiled from Gentoo repository\n\nFails to make a valid particle cache when rendering a dynamic hair system via Cntl + F12. Hair particle motion appears compromised after the first frame. see video clip **dyn_on.mkv**.\n\n**Require**\nA .blend file with a mesh object that has a hair particle system defined on it. Hair dynamics is turned on in the particle system properties panel. The file should have been previously saved without a cache. Blend file **dyn_on.blend** provided for this requirement. \n\n1. Open **dyn_on.blend**\n2. Cntl + F12 to render animation (implicitly build in-memory cache)\n3. Observe:\n```\n a. Cache indicator on timeline shows only 1 or 2 valid initial frames; remaining 248 - 249 frames are invalid.\n b. Hair particles exhibit only limited rotational dynamics. They do not follow the surface of the sphere (i.e., they appear \"unanchored\"), nor do they seem affected by gravity. See **dyn_on.mkv** video clip.\n c. After the last frame has been rendered, click on the rewind control in the timeline. The cache section in the Particles properties reports the state of the cache: \"1 frames in memory (216 KB), not exact since frame 0\"\n```\n\n**Workaround**\n1. Bake particle dynamics first or\n2. Run the animation through in the 3D viewport to create an in-memory or on disk cache before rendering.\n\nRendering with an in-memory, on-disk, or with baked dynamics appears to generate an unaffected animation. See **dyn_on_cache.mkv** video clip.\n\n**Notes:**\n1. Examples rendered in Cycles, but EEVEE and Workbench rendering does not change behavior.\n2. Hair particles rendered with a collection of simple mesh geometry in the examples, but rendering with single mesh objects or rendering hair paths does not change behavior.\n3. Running in single thread mode (-t 1 on command line) does not change behavior.\n4. Rendering via CPU or GPU does not change behavior.\n5. Problem seems specific to hair particle systems. Emitter particle systems without pre-computed caches can be rendered with Cntl + F12; the cache seems fully valid in the time line, dynamics of falling emitter particles do not seem unusual and the cache section in the Particles properties reports that there are 250 valid frames in memory at the conclusion of the animation.\n\n**Related:**\n#62439 describes a failure in particle updates which seems very similar in appearance exhibited by particles in video clip **dyn_on.mkv.**\n\n[dyn_on_cache.mkv](dyn_on_cache.mkv) - dyn_on_cache.mkv\n[dyn_on.mkv](dyn_on.mkv) - dyn_on.mkv\n[dyn_on.blend](dyn_on.blend) - dyn_on.blend\n",
"Chromebook file manager fails to properly extract Blender's tar.xz archive\nOperating system: Debian bullseye \nLinux penguin 5.10.147-20159-g06a9a2b12b31 #1 SMP PREEMPT Thu Dec 15 19:14:41 PST 2022 x86_64 GNU/Linux\nGraphics card: Intel integrated\n\nblender-3.4.1-linux-x64\n\n./blender: error while loading shared libraries: libsycl.so.6: cannot open shared object file: No such file or directory\nsudo apt-cache search libsycl [produces nothing]\n\nexecute blender",
"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)",
"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.",
"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",
"GPU texture baking with large tile size fails\nOperating system: Windows 10\nGraphics card: Vega56\n\nBroken: 2.90.1\nWorked: 2.83.8\nNot sure if this was a particular commit (or if libraries changed at that time) but this broke between 51ac411ce8 and 5c5a638b57\n\nI was trying to bake 8k emissive map but it doesnt work so i was searching for some error about hour a then try to make 4k emissive map and everything worked jsut fine with same settings, only thing i change was resolution of image from 8k to 4k. After this i try again bake 8k emissive but doesnt work image was empty so this must be some sort of bug.\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug.blend](bug.blend)\n\nThis file has its tile size at 8192x8192.\nWith a tile size of 4096x4096 it works fine.",
"Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n",
"different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)",
"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)"
] | [
"Failed rendering with GPU Pitcairn 2\nSorry if I am creating a duplicate, but I didn't know if I should create a new task or comment on another one.\n\nWindows 7 x64 AMD R9 270 driver version: 16.10.2\n\nBroken: blender-2.78-1ee43c5-win64\nWorking: 2.76rc2\n\nGPU rendering on AMD Pitcairn still doesn't work, Blender fails to load render kernels:\n\n```\nCompiling OpenCL program base\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program base build output: \"C:\\temp\\blender-2.78-1ee43c5-win64\\blender-2.\n78.0-git.1ee43c5-windows64\\2.78\\scripts\\addons\\cycles\\kernel\\kernels/opencl\\../.\n.\\../../kernel_shader.h\", line 280: error:\n struct \"ShaderData\" has no field \"ob_tfm\"\n ccl_fetch(sd, ob_tfm) = lamp_fetch_transform(kg, lamp, false);\n ^\n\n\"C:\\temp\\blender-2.78-1ee43c5-win64\\blender-2.78.0-git.1ee43c5-windows64\\2.78\\sc\nripts\\addons\\cycles\\kernel\\kernels/opencl\\../..\\../../kernel_shader.h\", line 281\n: error:\n struct \"ShaderData\" has no field \"ob_itfm\"\n ccl_fetch(sd, ob_itfm) = lamp_fetch_transform(kg, lamp, true);\n ^\n\n2 errors detected in the compilation of \"C:\\Users\\%username%\\AppData\\Local\\Temp\\OC\nL8228T1.cl\".\nFrontend phase failed compilation.\n\n```"
] |
Undo glitch - When changing current keyframe in animation
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65
[system-info.txt](system-info.txt)
Broken: version: 3.1.0 Alpha
Worked: I think this bug has been around since the "Undo" implementation was changed.
When you change the current frame in the timeline, then you do any change in the viewport like moving an object, and after that you undo, the previous frame gets display in the viewport, instead of the current one.
- Create any object (could be the default cube)
- Make two keyframes of that object, on frame 1 and 2. Make a very noticeable change in position in each keyframe.
- Switch to frame 1 (if it's not the current frame) and then to frame 2.
- Still in frame 2, move that object and then Undo (ctrl + z). You'll see that frame 1 gets displayed, although the current frame is still 2. If you then change the current frame it gets updated well.
I send a video showing that.
[2022-02-02 10-02-40.mp4](2022-02-02_10-02-40.mp4)
| [
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"Can't edit new driver on an overriden property on a linked object with no animation data\n## Simplified Report\n\n- The following file contains an object with no animation data.\n- Link the object to a new file and make a library override from it.\n- Add a new driver on one of its location channels.\n- Notice that driver options are grayed out and can't be edited.\n- One expects to be able to edit the driver since the object has no animation data. \n\n[libraryFileWithNoAnimationData.blend](libraryFileWithNoAnimationData.blend)\n\n## Original Report\n\n\nOperating system: Linux-5.15.60-1-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\nWorked: ??? I could have sworn this worked in 3.2 but it seems to have the same behavior. Same in 2.93.\n\nUsing drivers with overridden properties is not really usable. I can add a driver, but then I cannot edit it.\n\nLink a collection into a file and make a library override. Right-click on a property and choose \"Add Driver\".\nRight click on the property (which should turn purple) and then choose \"Edit Driver\" Notice that the\ndriver's controls are all blurred out! You can't edit them in the UI.\nIt gets worse!\nOpen a driver-editor window so you can watch what happens in the next step, and select the driver you\njust created- open the \"Drivers\" tab in the window. Look at the expression.\nIn the main window (not the driver window), click on the driven property and type ~~\"#1\" - when you\nprepend a hash symbol, that tells Blender to edit the expression of a driver (it's a handy way to make\nnew drivers with simple expressions. Try it at home!)~~ **edit: it looks like you don't need the hash when it is already driven.**\nNow, notice the expression change in the driver window that you aren't normally able to edit!\nI have also confirmed that you can edit some properties with the Python API that you cannot edit in\nthe user interface.\n\n**My Thoughts** (If you're interested)\nI do not know if the design for overrides is intended to support using drivers like this. It feels a little squishy\nbecause I don't know if Blender will keep the driver around when I resync the override. On the other hand, it's\nreally handy when doing animation that is easier to do programmatically, such as causing a bone to oscillate\nwith sine-waves (e.g. a plant waving with the wind). Sometimes I use a driver to bake keyframes - so I set up the\ndriver and then bake its motion to an action, and get rid of the driver. It is my opinion that driver support is\nnecessary for overrides, because it's something I expect to be able to use, as an animator. I don't know if the\nold Proxy system supported drivers, though.\nAt any rate, if it is blocked from editing in one place, it should be blocked from editing through the API, too.\n\nI apologize if this is a known issue. I don't see any similar bug reports but it appears things have been like this\nfor a while.",
"Regression: Global Viewport Visibility no longer readable when object is appended from another file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.0.0 Alpha\nWorked: version: 3.0.0 Alpha\n\nGlobally disable in viewports Bug. I just upgraded from version 2.9 to version 3.X I downloaded version 3.5.1 and noticed this problem, then I downloaded some other versions of 3.X and noticed the same problem, the same problem as in version 2. X I didn't have it.\n\nWhen I create an object and then I disable the globally disable viewport option, and then I save the file, when I open another blender file and append to that object, it appears in the scene with globally disable viewport ON even if I saved it with this option to OFF. I know I can disable it, but this is very annoying when I append a rig and have to check that box 100 times on different meshes\n\nHere is a video to understand better : AecByo8PYQw \nI did that on 3.6.2 and 2.9.1 to see the differences. \n\n1. Open any 3.X version of blender. \n2. Delete the camera and the sun, keep the cube.\n3. Then disable the globally disable viewport option. \n4. Save the file somewhere. Then close blender.\n5. Open blender again (not the file you just saved) .\nThen append the cube you just saved and you will see that it appears with globally disable in viewport ON, even if you saved it with off.",
"There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n",
"Undo, Sculpt mode options reverts back with wrong order and simultaneously\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\n\nTo reproduce:\nWith sphere\n1. Go to sculpt mode\n2. Make a stroke\n3. Change an option (remesh/options)\n4. Make another stroke\n5. Press Undo or {key Ctrl+Z} twice \n\nExpected: one stroke and one option change will be rolled back.\nActually: option wasn`t reverted, but both strokes do.\n\n6. change few options\n7. Press Undo: you will go back to object mode and all options from the Remesh panel will be reverted.\n\n[2021-07-29_11-11-37.mp4](2021-07-29_11-11-37.mp4)\n\n\n",
"Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.",
"Inset faces and Bevel Edge command has bugged interaction with Undo command and shape keys\nOperating system: Windows-7,10\n\nBroken: version: 2.83 (sub 2)\nBroken: version: 2.82 (sub 6)\n\n\nIn edit mode, while selecting a shape key, the Inset operation (I) followed by any other operation (Translating vertices or extruding or whatever), followed by an Undo (Ctrl-Z) command causes the shape key selector to hop to the \"basis\" shape key. This also occurs when using the `Bevel` command.\n\nFrom Default Startup:\n1. Create two shape keys: \"Basis\" and \"Key 1\"on Default Cube. Selection will be on \"Key 1\"\n2. Go into edit mode\n3. Inset a face on any of the existing faces with \"I\"\n5. Do ANY other operation or operations, such as moving a vertex or extruding. The bug occurs with any number of operations done after the Inset command.\n6. Undo (Ctrl-Z)\n7. Observe Shape key information as the undo command causes the selection to switch from \"Key 1\" to \"Basis\".\n8. Keep `Undoing` until you `Undo` the `Inset` operation.\n9. Notice that the shape key selection jumps back to \"Key 1\" as you `Undo` the `Inset`. \n",
"Interlaced 3D Viewport swaps eyes when creating new window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.56\n\nBroken: version: 2.91.0\n\nI am using a Zalman Trimon passive 3D monitor which uses Blender's interlaced 3D mode to display stereoscopic 3D. Everything works well in the 3D Viewport until I either create a new window or resize a nearby window. The original 3D Viewport pane suddenly swaps the left and right eyes and never goes back to the original configuration. It appears that dragging an adjacent window triggers the 3D Viewport to be vertically offset by one line, which causes the left eye image to become the right eye image and vice versa.\n\nSee this video for a demonstration (use the password \"blender\" without quotes): x7yf3cg\n\n- Open the default Blender file.\n- In the Properties editor, go to the Output Properties tab, check Stereoscopy and make sure Stereo 3D is picked as the option.\n- Go to Window -> Set Stereo 3D.\n- Set Display Mode to Interlace. Leave Interlace Type set to Row Interleaved. Leave Swap Left/Right unchecked.\n- Look at any object in the 3D Viewport through a 3D monitor that can interpret interlaced rows. Take note if the object is in positive parallax (the object is deep within the screen) or if the object is in negative parallax (the object is sticking out of the screen).\n- Create a new 3D Viewport pane by dragging the lower right hand corner of the current 3D Viewport up.\n- Note that the original 3D Viewport pane has swapped the left and right eyes (i.e. if the object was in positive parallax, it's now in negative parallax and vice versa), but the 3D Viewport pane you just created has the expected views for the left and right eyes.\n\n[swapped_eyes.blend](swapped_eyes.blend)\n",
"There is no undo on linked data for the very few editable properties of linked data-blocks\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nWhen you __link an armature from other file__, then go to pose mode and __hide a bone__ and __undo the hide operation__, nothing happens.\n\n1) Create __a file with a simple armature__ (at least one bone).\n2) Open another project and __link the armature from before__.\n3) __Enter pose mode__.\n4) __Hide__ a bone.\n5) __Undo__ the hide operation. -> **nothing happens**\n\nI have added two files to reproduce the bug:\n(in the example I linked a whole collection and created a proxy to enter the __pose mode__ **but nothing changes if you link just the armature**)\n- `main.blend` - contains a proxy of the armature from __bone.blend__\n- `bone.blend` - contains just an armature used by __main.blend__\n\n[hide undo bug.zip](hide_undo_bug.zip)",
"Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n",
"I have glitch when i turn on my Motion blur with a shape keys animate\nHello, \n\nOperating system: Darwin-19.4.0-x86_64-i38{[F8688055](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}\n\n{[F8688058](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}6-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90.0 Alpha\n\nI tried with Eevee i don't have the problem only with cycles. \nIs only when i render animation or image. I can't see this glitch on viewport.\nI tried with blender version on mac and window and multiples different graphics card but the problem is still append.\nWith or without modifiers or movement of camera still in. \n\n\n\n\nOpen blender with love.\nMake a beautiful animation with shape keys.\nTurn on motion blur.\nProblem when i render :( \nClose blender but with love to help. :D \n\nThanks you \n\npacpac\n\n{[F8688074](Capture_d_e_cran_2020-07-12_a__13.46.43.png), size=full}\n\n\n\n\n\n",
"Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n",
"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",
"Lineart in viewport inconsistent with bound cameras\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nWhen I'm using lineart with bound cameras on the timeline and View Lock, Camera to view is True, sometimes the lineart updates dynamically, sometimes I have to click the Clear Baked Line Art button to force an update in the viewport.\n\n1. Open the attached file.\n2. Clear the baked line art. Do *not* try to bake.\n3. Keep \"Camera to View\" set on. (Note that in frame 1, lineart is updated as you navigate through the view)\n4. Step through each of the 3 frames, and rotate the view with middle-mouse-drag.\n\nOnly one of the frame/camera will properly update the lineart. As the viewport moves to the rear of the cube in the other two, the lines are missing. I haven't found an obvious reason why one frame is working, or why that frame. The working one has been 1 or 2 just while I wrote this report.\n\nClicking Clear Baked Line Art again will update the cureent viewport so it is correct, but rotating the view will again show one camera binding working, the other two not. It does not seem to matter which frame is active when the Clear Baked Line Art is clicked.\n\n",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash"
] | [
"\"Jump To Keyframe\" not registering as its own separate Undo/Redo step\nOperating system: Win10\nGraphics card: rtx3070\n\nBroken: 3.0, 2.9, 2.83\nWorked: N/A\n\n\nWhen using the function Jump To Keyframe and then immediately drawing a Grease Pencil stroke afterward, pressing Undo undoes the stroke, but also undoes the keyframe jump, even though you're still on the same frame. \n\nYou then have to click the timeline to get Blender to realize your other objects are on the wrong frame.\n\nSteps to reproduce:\n\n1. Open file [UndoAfterNextKeyframe.blend](UndoAfterNextKeyframe.blend) It will already be in draw mode.\n\n\n2. Press \"Jump to Next Keyframe\" on the timeline a few times, get to keyframe 7\n\n\n3. Draw a stroke and Undo it.\n\nYou will notice it Undoes the stroke you drew, but also pushes the cube back to frame 5, even though you're still on frame 7. Click on the current frame in the timeline, and you will see the cube snap to where it's supposed to be. Pressing Undo should only undo the stroke at that point, not push other animated objects out of timeline sync.\n\n\nHere's a YouTube video explaining further:\n\nwatch?v=pt97DNFl1fo",
"Issue with Undoing after using next/previous keyframe shortcut.\nOperating system: Windows10\nGraphics card: NVIDIA GeForce GTX 1070\n\nBroken: 2.80 Release Candidate\nWorked: (optional)\n\nUsing shortcuts for jump to next/previous keyframes and undoing animation modifications.\n\n1-set up shortcuts for jump to keyframes and next/previous frames\n2- make a simple animation 2 keyframes (simple translation) \n3- back and forth between keyframes with the shortcuts\n4- modify the second keyframe (rotate)\n6- Undo \nThe object will snap to the previous keyframe position.\n\n----\n\nNOTE: #95246 (Undo bone rotation after previous frame/keyframe jump operators undoes frame jump as well (frame in UI is still the same though)) is a duplicate of this report but has a test file and steps which are easier to reproduce.\n"
] |
Grease Pencil - Straight line at beginning of stroke even with mouse
Operating system: Windows 10 x64
Specs: Intel(R) Pentium(R) CPU N3710 @ 1.60GHz, Radeon 530
Broken: 2.92 (2.93 also broken)
Basically T80087 still is not fixed.
[Blender 2021-09-24 22-30-27.mp4](Blender_2021-09-24_22-30-27.mp4) | [
"Trackpad scrolling is too sensitive in Text Editor\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.6.1\nWorked: never\n\n\nIf you scroll very slowly, nothing happens, deltas that give an offset of less than one line/character are simply discarded and not accumulated. The minimum possible scrolling is too fast, this jumps several lines at once and it's impossible to stop at the desired one.\n\nOne of the possible solutions can be seen here: D9552. This makes the scroll speed match the speed in other Blender editors, and other macOS applications as well.\n\nAnother solution could be to use a smooth scroll like with the MMB.\n\n",
"LineArt: New module to generate lines over meshes using grease pencil as target\nThis is the main Line Art task, includes the implementation of following functions:\n\n- Line Art cpu calculation code and UI.\n- Line Art modifier for Grease Pencil.\n- Other additional data structures in Object/Collection/Materials.\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)",
"Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)",
"Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button",
"Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n\n\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>",
"Proposal: Improving Brush Workflow in Blender\nThis is an ongoing design-topic about improving the way we handle brushes in Blender. This applies to Grease Pencil Draw Mode, Texture Paint Mode, Vertex Paint Mode, Sculpt Mode and so on. \n\n## Terminology\n\n\n**Tool**\nA tool a something that can perform a type of operation. Extrude, paint, erase, line etc are tools.\n\n**Brush**\nA brush is essentially a preset for tools. As an example, the draw tool has a bunch of options for stroke width, textures, curves, spacing and so on. A brush acts as a preset to set these various settings which can be combined to create infinite combinations of settings. Brushes act as a way to save and reuse these tool presets.\n\n\n## Problems\nThe way we handle brushes in Blender is has some issues:\n\nIn the toolbar, we directly select brushes, rather than the tools they belong to. This means we mix up brush icons and tool icons in confusing ways. In fact, the brush icons currently can’t update to reflect changes in brush settings, making the icons go out of sync if you make changes to the brushes. It also makes it so the list of tools in the toolbar becomes very long, because we mix both tools and brushes, and there’s a toolbar entry for every brush variation. So if you use Sculpt Mode, and want to make three brushes for the Smooth tool, the Smooth tool now has three copies in the toolbar, all with the same Smooth icon. That is not great.\n\nEven worse, sometimes we don't even put tools inside the toolbar, because of this clash. Case in point: In the Grease Pencil Draw Mode, the Line, Oval & Rectangle tools are placed in the header, not the toolbar, which has the brushes instead. The distinction between tools and brushes is unclear and often swapped around in inscrutable ways. \n\n## Proposal\nWe can make this much more straight forward to use, and much more powerful, like so:\n\n*In the toolbar, we only show the tools.*\n\nThe brushes then become a property of the tool, and can be selected in the tool settings/top bar. This means we can make nice generic icons that represent the tool, and then dynamic brush icons in the brush popover that updates to reflect the changes in settings, like this:\n\n\n\n*Here you can see the list of tools on the left, and the brushes popover in the top bar.*\n\nHere's a more visually complete version:\n\n\n\n\nThis is using Grease Pencil Draw mode as an example. With this change, we can now properly put the Line, Oval and Rectangle tools inside the toolbar and make the brushes separate, so they can apply to any of the tools used. \n\nIn the Tool Settings, we can display an expanded version of the Brushes popover to quickly switch between brushes:\n\n\n\nThe brush icons update dynamically to reflect the changed settings, making brushes much more useful. Users can still name brushes and share them, just as before.\n\nHere are specific examples of how the tools and brushes in the various paint modes in Blender:\n\n### Grease Pencil Draw Mode\nHere we should add the Line, Rectangle & Circle tools to the toolbar, and then expose the brushes for the corresponding tools.\n\n\n\n### Texture Paint Mode\n\n\n\n### Vertex Paint Mode\nBlending Modes should become brush settings, not separate entries in the toolbar\n\n\n### Weight Paint Mode\nBlending Modes should become brush settings, not separate entries in the toolbar\n\n\n\n### Sculpt Mode\n\n\n\n\n## Quick Access\nWith this proposal, users can change the active brush using the top bar. To make switching faster, they can also directly select the active brush in the Tool Settings tab in Properties. However, when the Properties isn't visible, we could still have other quick ways to access brushes.\n\nOne idea, is to use a shortcut to bring up the same brush panel with previews, and users can select brushes from here. We could even enable shortcut keys here, so that typing any number on the keyboard would enable a given brush.\n\nThe exact shortcut can be defined as part of the keymap, and can be decided separately. \n\n\n### Switching Brushes\nIn order to make switching brushes in Blender fast and fluid, we should provide an expanded list UI, so that users can directly click on any desired brush directly, without having to open up a popup to do so every time. The *dynamically generated* **brush previews** help the user to know what the brush will look like.\n\n\n\nNow that all the tools in our paint modes are expanded and directly available in the toolbar, we can add an affordance so that users can hold down on the tool to get a fly-out popover to set the brush, like so:\n\n\n\nHere's an example of the same thing in Sculpt Mode:\n\n\n\n\nBy default, we only show brushes that are relevant to the active tool. When switching brushes, you don't expect the tool to change, only the brush, and this approach makes it easier to categorise brushes. \n\nHowever, there are some situations where it can be useful to quickly jump between specific brushes across several tools. We can support this by having a toggle to enable viewing all the brushes in the current mode:\n\n\n\nWith this enabled, we can still display the tool that the brush will activate when you enable it, using the tool icon here:\n\n\n\nSomething we can do to aid in switching and organising brushes, is the ability to group them by category. If a user has, say 200 brushes, keeping them all in one list is not tenable. Therefore, we can support a way to give each brush a category tag name. At the top of the brush selector, users can then switch between these categories:\n\n\n\nAnother thing we can do here, is add a way that users can favourite certain brushes they may use a lot, even if they are in different categories. By clicking the heart symbol, the brush is added to the favourite brushes category:\n\n\n",
"Grease Pencil Relationship Parenting problem\nScreen \n- Huion (on a $100 computer arm )\n- Viano TV\n\nOperating System \n- 64 bit Windows 10 Pro\n- Version 4\n- Pen Touch Support\n\nProcessor \n- Intel Core i7-8700k CPU @3.70GHz 3.70GHz\n\nRam \n- 32 GB\n\nGraphics card \n- NVIDIA GeForce GTX 1070\n- NVIDIA GeForce GTX 960\n\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0\nWorked: I am not sure if this has ever worked\n\n[Realationship Transformation Bug.m4v](Realationship_Transformation_Bug.m4v)\n\nAttached you will find the blend file\n[Relationship.blend](Relationship.blend)\nIf you need more information let me know\n\n",
"GPencil: Screen-space stroke size incorrect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTS 450/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.92.0 Alpha\nWorked: none found\n\n**Description**\n\nWhen drawing a stroke with a defined pixel size and stroke-thickness-space is set to screen space, the radius of the drawn stroke should measure the set pixel size. This is not the case. The strokes radius measures half the size.\n\n**Steps to reproduce**\n\n - Create a grease pencil object\n - Set the stroke-thickness-space to screen space in objects grease pencil settings\n - Set the brush size to 100px\n - Draw a single dot.\n - Print the screen\n - Measure the dot size in any image editing app.\n # You will see that the radius of measures 50px and the diameter measures 100px. Instead of 100px and 200px respectively.\n\nThis issue can be further seen by trying to change the brush size using the `f` key. The brush size cursor is drawn at the correct size but is double the size of the stroke.\n\n**Investigations**\n\nThis relates to my original report #82707 wherein I thought the cursor size was incorrect. I have now had time to review the code enough to understand how the cursor is drawn; and how the brush size is defined and passed to the rendering engine.\n\nI have confirmed that the brush size takes the following path.\n\nBrush.size user setting: RADIUS → bGPDstroke.thickness: RADIUS → gpencil_vert.glsl thickness: RADIUS\n\n*Simplified for explanation purposes. Path steps missing.*\n\nI originally thought thickness was defined as a diameter but this is not the case.\n\nI also thought this would be a noticeable fix but I haven’t found where the issue lie yet so I thought I would report again. \n\nNote: When drawing a stroke with stroke-thickness-space set to world space the stroke is mapped to the users screen correctly. When world space is used a stroke with a brush size of 2000px is drawn with a radius of 1m in world space as defined internally. \n\n[Bug-GPencil-Screen-Space-Stroke-Size-Incorrect-Report-VID.mp4](Bug-GPencil-Screen-Space-Stroke-Size-Incorrect-Report-VID.mp4)\n",
"Grease Pencil wrong Cursor Size Smooth Brush when accesed with the [SHIFT] key\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 460M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.3.1\nWorked: \n\nThe On Screen **Smooth Brush Cursor Size** is inaccurate when using the Smooth Brush with the **[SHIFT] **key while using any other brush of a different radius setting.Grease Pencil > Draw any curve \nGrease Pencil > Sculpt > **Smooth Brush**> Make the Smooth **Brush Radius VERY SMALL** (10).\nGrease Pencil > Sculpt > **Grab Brush** (or **ANY OTHER BRUSH**) > Make the **Brush Radius HUGE**(150). \nUse the **Grab Brush** as you wish.\nPress **[SHIFT]**to activate**Smooth Brush**while in Grab Brush (or**ANY OTHER BRUSH**)\nThe on screen cursor Radius while the [SHIFT] key is pressed does not reflect the VERY SMALL Brush Radius (10) that we set earlier. This is constantly confusing. Can you please make the radius display correctly based on the actual Smooth Brush Setting?\nattached scene: GreasePencil_SmoothBrush_CursorSize_bug.blend\n[GreasePencil_SmoothBrush_CursorSize_bug.blend](GreasePencil_SmoothBrush_CursorSize_bug.blend)\nThank you!",
"GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n\n\n\n\n\n\n[bug_alpha.blend](bug_alpha.blend)",
"Nodes: Different mouse drag effect for float properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\n\nDrag step inconsistent of float data type that between of geometry nodes in modifier and editor.\nAnd float of vector also.\nThis caused the mouse to drag far to reach the maximum value when going from 0-100.\n\n\n[drag_step.blend](drag_step.blend)\n\n",
"There is a delay when dragging the value sliders while using a Wacom pen.\nOperating system: Windows 10\n\n\nBroken: Blender 3.0\n\n\n\nTrying to drag value input sliders always has an initial friction which makes value dragging not an instant interaction. I do not get this initial friction when I use a mouse instead. \n\nPlease see the movie below. As you can see the values start changing just a little bit after dragging starts with the pen. You cant see the mouse pointer in the recording but you can see that the value box activated then the value changing starts happening.\n\nThis issue happens with all of the value boxes, not just the transform inputs as in the movie.\n\n\n[pzJM3EGql3.mp4](pzJM3EGql3.mp4)\n\n\n\nMake sure you are using a Wacom pen with Windows Ink (although Wintab does not seem to make a diff)\n\nAdd a basic object\n\nOpen the transform panel\n\nTry to slide the values in the boxes.\n",
"Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it",
"Grease pencil object in some cases look like low poly.\nOperating system: Linux-4.4.0-176-lowlatency-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 11)\nWorked: 2.82 (sub 7)\n\nIn some cases GP objects looks blocky, like a low poly objects.\n\nOpen attached file and render it.\nCompare render result with previous worked blender version.\n\n\n[2.83_bug.blend](2.83_bug.blend)\n"
] | [
"GPencil: Line bug at the beginning\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R5 Graphics ATI Technologies Inc. 4.5.13587 Core Profile Context 20.1.4 26.20.15017.1005\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[a line bug in grease pencil]\n\n[when ever I try to draw any curve circle there is a line at the beginning why is this happening and how can it get fixed]\n[{[F8520597](line_bug.blend)}]\n\n",
"Grease Pencil - Straight line at beginning of stroke\nOperating system: Mac OS Mojave\nGraphics card: Intel UHD Graphics\n\nTablet: Wacom Cintiq\n\nBroken: 2.83.0\n\nWhen making fast strokes, there is delay that causes a straight line. Most noticeable when drawing quick circles. It seems to be there's a delay between starting the cursor pressing down and starting the stroke.\n\n\nBased on the default startup, adjusting setting doesn't change the behaviour. The straight line is present with all brushes."
] |
Geometry node Mesh to Curve removes active state of active Color Attribute
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79
Broken: version: 3.6.1
Using combination of Mesh to Curve -> Curve to Mesh removes active state of active Color Attribute. There is no way to preview the resulting color after using the combination of those nodes, even when there is a Color Attribute with matching name created on the modified geometry prior to using geometry nodes.
Add new mesh Cube.
Create new Color Attribute with the Face Corner Domain and Byte Color Data Type.
Set different color on the object via Store Named Attribute node, use the same Domain and Data Type.
- the resulting color is visible in the viewport when the viewport shading: Solid and color type: Attribute is set.
Use a combination of Mesh to Curve -> Curve to Mesh nodes in the existing modifier or in a new modifier.
- ther resulting color is not visible, preview is possible only after applying modifier and setting the resulting Color Attribute as active via interaction with UI.
| [
"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\"",
"Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n\n**.blend file overview**\n\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n",
"Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n \n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n",
"New Curves data block\nThis is a follow up task based on discussions we had about #94193.\n\nCurrently, the curve object contains three distinct object types: curves, surfaces and text. We want to split those up into separate types, because there is no real reason for why they are combined into a single type. \nThis task focuses on introducing a new `Curves` data type which we will also need for hair and geometry nodes processing of curves.\n\nInitial steps:\n* - [x] Rename existing (experimental) `Hair` data block to `Curves`. In the ui it will be called `Hair Curves` for now to distinguish it from the old curve type. \n* - [x] Decide on and implement exact data structure used for curves.\n * Should be stored compactly in continuous arrays.\n * Should support arbitrary attributes on points and splines.\n * Ideally, the actual curve data structure is embedded into the `Curves` data block as a separate struct, so that the same struct could e.g. be used for grease pencil.\n* - [x] Refactor geometry nodes to use the `Curves` data block instead of `CurveEval`. (#95443)\n* - [x] Remove the runtime-only `CurveEval` data structure added for geometry nodes.\n* - [ ] Render geometry nodes curves as with the new type in Cycles and Eevee (#96455)\n* - [x] Curves sculpt mode that is mostly focused on hair use cases\n* - [ ] Curves edit mode, similar to existing curve edit mode\n\nFurther in the future:\n* - [ ] Add existing necessary features from the legacy curve object (features like shape keys may add complexity)\n* - [ ] Use versioning to convert legacy curve objects to the new curves object\n* - [ ] Add support for simulations through a generic simulation system involving geometry nodes\n* - [ ] Use versioning to convert hair particle systems to the new curves object\n\n",
" Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.",
"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```",
"Operator to convert from New to Old curve object type\nAdd the ability to convert from the new `Curves` object to the old `Curve` object, in the `Object > Convert` menu.\nSimilar to #96559.\nThere should probably be an info message when custom attributes are lost with the conversion.",
"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",
"Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n\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",
"Curves edit mode Bezier handle drawing\n- [ ] Draw points at handle positions for Bezier curves\n\t- [ ] Use handle selection attributes for point highlight\n- [ ] Draw Bezier handle segments\n\t- [ ] Use different colors depending on handle type\n- [ ] Support `View3DOverlay.display_handle` property\n\nRelated: #105038, #96455",
"Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n",
"GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.",
"python display_shape don't work in GeometryNodeTree\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n\n"
] | [
"Cannot set the Color attribute to display an object through Geometry Nodes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: version: 3.4.1\n\nbehavior changed in 6514bb05ea\n\nUsing the \"Store Named Attribute\" node setting the Attribute \"Col\" in geometry nodes, no longer sets the Vertexcolor of an object procedurally. When the Curve is converted to mesh and then the created \"Col\" Vertexcolor attribute is clicked, the colors show up.\n\nIn 3.4 and below this would override the vertexcolor attribute in \"realtime\" without converting the curve to mesh.\n\nOn a Curve Object, add a geometry node\n- create \"Store Named Attribute\"\n- set the \"Name\" to \"Col\"\n- change the color\n- Set the Viewport shading to color \"Attribute\" (seeattached Images) to view the result\n\nAttached file with example setup that used to overwrite the vertexcolor in 3.4.1, but no longer does in 3.5.1\n\n"
] |
3D Mouse (NDOF) frozen in Camera view w/ lock view to camera (WIN32+64)
i5, Windows7 home, 64bit. 12GB Ram, GTX 980
Threadripper 12Core 1gen, Windows10pro, 64bit. 32GB Ram, GTX 980
Broken: Blender 2.8 64bit, Alpha, Alpha 2, Beta still persistent in Hash: 91a155833e59
Worked: Blender 2.79 64bit still working in Hash: 49e3f08815af
(I hope the hashes are correct, everything freshly tested - 10.01.2019)
**3D Mouse (SpaceNavigator) not working in Cam mode**
3D Mouse works in normal view mode (object mode) +edit mode +sculpt mode +vertex paint +weight paint +texture paint.
3D Mouse is frozen still in following mode:
- Set a hook for "Lock Camera to View" to enable view navigation within camera view.
- Press "0" to switch to camera = 3D Mouse not responding/Frozen.
| [
"Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n\n\nThanks\n",
"Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab",
"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",
"Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)",
"Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.",
"Object drop snapping should be disabled for cameras, lamps, etc\nE.g. when dragging a camera from the Outliner into the 3D View, it gets an all-0 rotation, which isn't useful. And it will always snap to an underlying surface, which is annoying because you wouldn't want a camera to snap to geometry or the grid. Think we should just bring back the old dropping behavior, even if it's a bit hard to predict which distance along the view it will use to place the object.\n\nIt wasn't intentional to have this. In review I asked to address this which I thought it was. Probably a misunderstanding.\n\nShould it be disabled for empties as well? It may be useful to have snapping for these.",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"Camera rotation is inverted when camera is upside down in \"fly navigation\" mode\nOperating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken version:\n\n\n - 2.80 (sub 51)\n - similar behavior on 2.79\n\n\nLeft-right rotation of camera in \"Fly navigation\" is inverted when camera is upside down and \"upright Z axis\" is off. This effect can be seen even if camera is slightly upside down (for example if you look in X-axis direction and rotate around Y-axis more than 90 degrees). Changing \"upright Z axis\" to ON fixes this issue even if camera is still upside down. Changing it back to OFF produces problem again. If \"upright Z axis\" is kept ON all the time, you can rotate camera UP to bring it upside down to see that problem only happens when \"upright Z axis\" is off.\n\nI believe this is bug, because it is counterintuitive and different from behavior in same situation when \"upright Z axis\" is ON.\n\n**Exact steps for others to reproduce the error (blender 2.8, default shortcuts)**\n\n - Open any blender scene.\n - Press F3 to open search dialog.\n - Search \"*Fly Navigation*\" and press Enter.\n - Press Z to turn off \"Upright Z axis\".\n - Rotate camera upside down (for example move cursor above rectangle in center of screen until camera is upside down).\n - Place cursor left of rectangle in center of screen. Camera should rotate left, but it rotates right. Alternatively, place cursor right of rectangle in center of screen.\n",
"X axis isn't showing in camera view like Z axis \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.2.1\n\nX axis isn't showing in camera view like Z axis when we activate it from viewport overlays:[2022-07-06 22-43-44.mp4](2022-07-06_22-43-44.mp4)\n\n",
"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)",
"crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok.",
"context override for bpy.ops.view3d.view_selected doesn't work\nBlender 3.6\n\nTried to override currently selected items and run `bpy.ops.view3d.view_selected` (default blender operator binded on \"Numpad .\" by default) and it doesn't work. If I select objects manually with `obj.select_set(True)` it works.\n\nI've compared context's dict produced by `bpy.context.copy()` - the only difference between the context after `.select_set` were `selected_objects`, `selected_ids`, `selected_editable_objects` and I've overidden them.\n\nWay to reprodiuce:\n1) Open default blender scene.\n2) Make sure nothing is selected and move camera away.\n3) Run the code below - nothing happens\n4) Uncomment first two lines of code - operator works.\n\n```python\nimport bpy\n\n#for obj in bpy.data.objects:\n# obj.select_set(True)\n \nfor area in bpy.context.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = {\n 'area': area, \n 'region': region\n }\n override['selected_objects'] = bpy.context.view_layer.objects[:]\n override['selected_ids'] = bpy.context.view_layer.objects[:]\n override['selected_editable_objects'] = bpy.context.view_layer.objects[:]\n with bpy.context.temp_override(**override):\n bpy.ops.view3d.view_selected()\n # print(bpy.context.copy())\n```\n\n",
"Perspective and panoramic camera has the same settings\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15025.1002\n\n\nBroken: version: 2.80 (sub 70)\nWorked: (optional)\n\n\nPerspective and panoramic camera has the same settings\n\nStart blender, select camera, go to the camera data tab(green icon) and change type under the lense section from perspective to panoramic.\n",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Camera texture coordinate output in orthographic view is different from orthographic camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n"
] | [
"Lock camera to viewport doesn't work with 3Dconnexion\nOperating system: Windows 10\nGraphics card: 1070\n\nBroken: blender-2.80-bf9904ec8018-win64\nWorked: 2.79\n\nI use to use my 3Dconnexion to move my camera around which was good for setting out rough animations, however, when the camera is locked to the viewport, the 3Dconnexion no longer works. Thanks for reading. \nThis still happens with the default setup. \n\nPs, sorry for always missing your responses, it would be really nice to get notifications or something, though I imagine those could get a little to busy from a Devs point of view. "
] |
2.80, If there are only edges and vertices, "adjust edit cage to modifier result" of subdivision modifier won't show the result in edit mode.
As title.
2.80, If there are only edges and vertices, "adjust edit cage to modifier result" of subdivision modifier won't show the result in edit mode.

 | [
"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",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"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",
"Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n\n\n",
"Transform: Snap to the visualized cage of the edited mesh\n## Motivation\nCurrently in editing mode the snap is always made on the values of the bmesh.\nBut intuitively the user tries to snap on the displayed cage which can be affected by the `On Cage` option.\n\n## Proposal\nUse `mesh_eval_final` or similar when the cage does not match bmesh.\nVertices and edges originating from modified faces can be ignored in snapping.",
"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",
"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",
"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",
"Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n\n\n1-2. changing modifier visibility\n\n\n\n1-3. enabling and disabling auto smooth\n\n\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n",
"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",
"Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n",
"Attribute Editing in Edit Mode (design pending)\nThis is a proposal for adding basic attribute editing functionality to Mesh Edit Mode, or another way to put it, is that it generalizes the existing workflow of adjusting bevel weights, creases and marking/clearing seams to generic attributes. Although out of scope for this document, this paves the road forward for the possibility of eventually replacing bevel weights, creases and seams with generic attributes (#95966, #89054).\n\nOperator: Transform Attribute\n---------------------------------\n\n{[F12932543](Blender___C__forsvinna_trunk_forsvinna_mdlsrc_set_seam_node.blend__2022-03-16_00-37-30_Trim.mp4), loop, autoplay}\n\nAvailable from the Vertex, Edge and Face menus in Edit Mode, this new operator will adjust the active float attribute on the selected points or edges, similar in function to the existing Edge Crease ({key shift E}) and Bevel Weight operators. If the active attribute is not a float attribute, an error will be shown and the operator will be cancelled.\n\n(NOTE) Open question: The value is clamped between `0.0` and `1.0` because of how the transform operation is defined. Mouse position towards the selection maps to `-1.0` and away from the selection maps to `1.0`. Should we instead define another transformation operation that behaves differently, that is clamped to the attribute bounds instead of between `0.0` and `1.0`? Moving the mouse to the left of the screen would decrease the value and moving the mouse to the right of the screen will increase the value, which may be thought of similarly as dragging on a float input field.\n\nThis operator will be available for attributes in the Point, Edge and Face domains. If the active attribute is not in any of these domains, an error will be shown and the operator will be cancelled.\n\n(NOTE) Open question: What would this look like for Face Corner domain attributes? Determine the face corner at the selected vertex, and set the value on that?\n\nWe can imagine similar functionality for vector attributes. We can look at the existing tools for inspiration, namely the \"Rotate Normals\" and \"Point Normals to Target\" operators for custom split normals. I think \"Point Normals to Target\" has kind of a convoluted interface, and the same functionality could be achieved by an operator that always points the vector towards the 3D cursor.\n\nOperator: Set Attribute\n-------------------------\n\n{[F12932545](Blender___C__forsvinna_trunk_forsvinna_mdlsrc_set_seam_node.blend__2022-03-16_17-01-11_Trim_Trim.mp4), loop, autoplay}\n\nAvailable from the Vertex, Edge and Face menus in Edit Mode, this new operator will set the active attribute to a user-specified value on the selected elements. If the attribute is not in a domain that matches the selection, an error will be shown (e.g. can't set a Face domain attribute on points). This operator provides an input field for the value matching the type of the attribute in the operator options.\n\nThis operator can be thought of as a generic version of the \"Mark Seam\" operator.\n\nOperator: Clear Attribute\n---------------------------\n\nThis new operator will reset the active attribute to its default value on the selected vertices, edges or faces. This operator will work on any attribute type. If the attribute is not in a domain that matches the selection, an error will be shown (e.g. can't set a Face domain attribute on points).\n\nThis operator can be thought of as a generic version of the \"Clear Seam\" operator.\n\nViewport: Attribute Overlay\n------------------------------\n\n{[F12932547](image.png), size=full}\n\nThere will be a new viewport overlay for visualizing attributes on points, edges and faces in Edit Mode. The existing Edit Mode visualization of seams, creases and bevel weights is trivially extended to visualize attributes on vertices and edges. Each visualized attribute is automatically assigned a unique color. The alpha channel is mapped to the value of the attribute converted to a float, that is to say, values greater or equal to `1.0` will be fully opaque, and values less or equal to `0.0` will be fully translucent.\n\n(NOTE) Open question: How do we visualize values outside the `0.0` to `1.0` range? Should there be a separate, per-attribute, user-specified \"visualization range\", or should the visualization range be inferred from the user-specified minimum and maximum bounds of the attribute? If we choose to use the minimum and maximum bounds of the attribute, the behaviour may not be intuitive if they are left to their default values (`-inf`, and `inf` for floats). Perhaps we could make the minimum and maximum bounds more prominent in the UI?\n\nVector attributes can be visualized like how normals are currently visualized.\n\n(NOTE) Open question: The above assumes that vector always specifies a direction. What if the vector specifies a position? I propose an additional visualization mode that draws a dot at the vector coordinate. This visualization mode may be chosen from a drop down in Attributes panel of the Property Editor (visible only for Vector attributes).\n\nColor attributes on points and faces can be visualized like how vertex colors are currently visualized. As for edges, instead of using the attribute color, we can use the color value for the outer edge color.\n\nWhen visualizing multiple attributes, there is a problem of not being able to tell which color maps to which attribute, to which I propose that a default color will automatically be picked for attributes, but the user can also pick their own. This is done in the Attributes panel in the Property Editor.\n\nThere is also a problem of when the element has multiple attributes assigned to it. Which one should be visualized? Again, we can let the user dictate the visibility from the Attributes panel. I propose that the user should be able to pick which attributes to visualize from the Attributes panel in the Property Editor. Attributes are shown by default. There should be an unique icon for the button that toggles the visualization, and it should not use the viewport visibility icon, to make it clear that it's for toggling the visualization, and as not to confuse it with *disabling* the attribute (which is not an operation that we have anyway).\n\nIf multiple attributes are visualized on an element, ones later in the list have priority over ones earlier in the list. For example, if there is a red attribute earlier in the list and a green attribute later in the list, the green attribute will be the one visualized.\n\n(NOTE) Open question: If multiple attributes are visualized on an element, we could also combine the colors of the attributes, using their values as a factor. A red and green attribute with equal values would be visualized as yellow. Would this be what the user expects?\n\nIn the long term, it is desirable to make these same visualizations also available outside of Edit Mode, but not necessary with regards to making basic attribute editing operations available in Edit Mode. In other words, \"nice to have\".\n\nOperator: Select Similar\n--------------------------\n\nThe existing \"Select Similar\" operator that can be used to select elements by comparing the value of a property to the selected element will receive a new \"Active Attribute\" property, which will compare the value of the active attribute.\n\n(NOTE) Open question: It is not immediately obvious what the \"greater\" and \"less\" comparisons should do for Vector and Color attributes. We could choose to make these comparisons disabled in the UI when such types are chosen, or we could choose to define them component-wise.\n\nOperator: Unwrap\n--------------------\n\nThe existing \"Unwrap\" operator for generating UV maps will receive a new \"Seam Type\" dropdown with the options \"Seam\" and \"Active Attribute\". The \"Active Attribute\" will cause the operator to treat edges with a truthy (that is, non-zero) attribute value as seams, instead of edges with the seam flag.\n\n(NOTE) Open question: How is \"Seam\" a \"Seam Type\"? That is not a terribly intuitive name, unless you know what it means internally.\n\n(NOTE) Open question: There's also an option of adding an attribute search field (similar to the search fields for outputs of the Geometry Nodes modifier) to choose what attribute to operate on, but this wouldn't be consistent with other operators that operate on the active attribute. There's also the question of how the seam flag would be specified in such a case. Would it become a built-in attribute, or do we make it visible in this attribute list here, even though it's not actually an attribute? How do we distinguish it visually? Should we distinguish it visually?\n\nThe \"Smart UV Project\", \"Lightmap Pack\", \"Cube Projection\", \"Cylinder Projection\", \"Sphere Projection\" and \"Project from View\" operators ignore seams, and don't require changes.\n\n(NOTE) Open question: The \"Follow Active Quads\" operator seems to look at seams.\n\nOperator: Seams from Islands\n---------------------------------\n\nAs above, the existing \"Seams from Islands\" operator for marking seams from UV islands will receive a new \"Seam Type\" dropdown with the options \"Seam\" and \"Active Attribute\". The \"Active Attribute\" will cause the operator to set the value of the attribute to an user-specified value on the boundary edges of UV islands. The user can specify this value in the operator options with an input field that matches the attribute type. The input field is only visible when \"Seam Type\" is set to \"Active Attribute\".",
"Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n",
"Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable."
] | [
"Subdivision Surface Modifier on meshes without faces does not work in editmode\nOperating system:\nGraphics card:\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n In Edit Mode when i want to Mesh curve circle segments make smooth with using modifier - subdivision surface , its not be in smooth toggle like 2.79 . Please can fix this bug . Thank you. Regards. Pierre"
] |
Wrong order apply modifiers (Can't applay first in the list)
Operating system: Linux Fedora 64bit
Graphics card: GeForce GTX650Ti
Broken: 2.93 Betta (aa95f8019e42), 3.0 Alpha (8d30a7a1cf7b)
Worked: 2.92
The order of applying modifiers is broken if first modifier is Displace
Create new scene. Apply to cube the following modifiers in that order Displace, Bevel, Subdivision surface.
Click to applay Displace modifier (First in list) Bevel will by applayd (Second in list)
Again click to appliy Displace modifier. Subdivision will by applayed.
Modifier Displace remaining you can`t applay
 | [
"Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.",
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"Weird behavior with the set spline type node selection\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\nThe selection on the *set spline type* isn't working right for bezier and NURBS modes.\nAlso adding another node before the *set spline type* node will manipulate the weird behavior, even though the node doesn't do anything or is muted etc.\n\n- add a GN setup\n- add more that one curve\n- add a *set spline type* \n- try adding a selection that doesn't select all splines\n- see the weirdness.\n(it is more perceivable if the splines have more than two points, though the bug is still there)\n\nFile:\n\n[GN_set_spline_type_test.blend](attachment)\n\nVideo:\n\n<video src=\"attachment\" title=\"2023-07-31 21-15-45.mp4\" controls></video>\n\n",
"Reordering menu or modifier in Properties Panel spams modal events until Blender restart.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.1\nWorked: I'm not sure the newest but tested 2.90 and it worked correctly there.\n\nIf you run *bpy.app.debug_events=True* from the Py Console, then click to move a menu or modifier in the Properties Panel, that is, drag to reorder it, you'll note that Blender goes from reporting event input data in the System Console to non-stop spamming of event.type as \"TIMER\" and event.value as \"NOTHING\" and it won't quit until you restart Blender. This can be seen by running bpy.app.debug_events, as well as in any additional addon or script that prints event.type and event.value during its modal function while running after clicking to reorder a menu or modifier in the Properties Panel.\n\nThis spamming can cause unexpected behavior in addons or scripts the user is running. For another example, if you click a menu or modifier to reorder it in the Properties Panel and then run the template code that comes with Blender \"operator_modal.py\" and paste this line within the modal function *print(event.type,event.value)* you'll see the spamming. This also happens in the latest builds of 3.1 and 3.2. \n\n\n\n\n\n\n - Open a vanilla install of Blender.\n - Go to the Scripting Workspace.\n - Enter this line into the Py Console \n\n\n```\nbpy.app.debug_events=True\n```\n\n\n - Press Enter.\n - Go to Window and press Toggle System Console.\n - Note the normal behaivor of debug_events\n - Now click and drag to reorder a menu or modifier in the Properties Panel.\n - System Console gets spammed with event.type \"TIMER\" event.value \"NOTHING\" until restart.\n - Event data of addons or scripts running modals also get spammed until restarting Blender.\n\n\n\n\n\n\n",
"Spreadsheet does not count changes by GPU Subdivision\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a (never worked as far as I can see)\n\nSpreadsheet does not count changes by GPU Subdivision.\n\nSee very similar issue with viewport stats: #98339\n\n\n- Add Subdivision Surface modifier. Make sure that GPU Subdivision is enabled\n- See spreadsheet does not count changes by the modifier\n\n[SpreadsheetGPUSubdiv.mp4](SpreadsheetGPUSubdiv.mp4)\n",
"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",
"Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n",
"Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).",
"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)",
"Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)",
"Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1).",
"Unable to undo subdivision with Multiresolution modifier\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 2.93.6\n\n**Bug**: If i subdivide with Multiresolution modifier after a sculpt action it doesn't undo subdivision but it needs to undo the sculpt action to undo that subdivision done with Multisolution modifier.\n**Note**: If no sculpt action is done before subdivision with Multiresolution modifier, the undo for subdivision just works (No need to undo the action done just before the subdivision to get the result back).\n**Mode** : Sculpt\n\n**Steps**:\n1. File> New> Sculpting. \n2. Add Multiresolution modifier.\n3. Sculpt with Grab brush.\n4. Subdivide once at Multiresolution modifier.\n5. Undo (Doesn't work).\n\n**File**:[Multiresolution_subdivision_bug.blend](Multiresolution_subdivision_bug.blend)\n\n",
"Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n",
"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",
"Regression: GPU subdivision - Mesh does not immediately count viewport statistics\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.3.0 Alpha\nWorked: blender-3.3.0-alpha+daily.`d095fcd6b417`\n\nI didn't do rigorous bisecting but I suspected this is caused by 163f6a17e4 so I tested with a daily build before it was committed.\n\nMesh does not immediately count in viewport statistics with GPU subdivision enabled.\n\n\n\n- Open startup file.\n- Add Subdivision Surface modifier to the cube\n- See the mesh is not counted towards viewport stats\n- Deselect the cube (or do some other action related to viewport display, for example, ticking viewport display options), and see now it is counted towards viewport stats\n"
] | [
"Modifier menu always uses modifier under cursor\nOperating system: Linux-4.15.0-140-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: 2.93.0 Alpha\n\nWhen I apply the subdivision modifiers, the order is changed and this operation took a while, I attached a video showing this and looking on it, is visible that is highlighted the boolean but I apply the subdivision and is applied the boolean. I also attached a simple blender file.\n\nSimply applying the subdivision modifiers, this cause the change of modifier order, and Blender apply the boolean instead of subdivision modifiers.\n[Bug-Order_Modifiers.blend](Bug-Order_Modifiers.blend)\n[Bug_modifier.mp4](Bug_modifier.mp4)\n\n"
] |
Rendering 30000x24000 crash after denoise finish
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47
Broken: version: 3.1.0 Alpha
Rendering 30000x24000 crash after denoise finish
渲染30000x24000。降噪完成后崩溃
[merge_HDR_test_I.crash.txt](merge_HDR_test_I.crash.txt)
[blender_debug_output.txt](blender_debug_output.txt)
| [
"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)",
"Composited cycles render passes not matching combined output\nOperating system: Microsoft Windows [Version 10.0.19042.2251]\nGraphics card: Nvidia Quadro RTX 4000 (driver 512.36)\n\nBroken: 3.3.1 and 3.4.0\nWorked: Unknown\n\nCarrying out manual composition of the Cycles render passes as described in the Blender documentation is not resulting in the same result as the combined output.\n\nFig 1 shows the blender manual description of how passes are combined for the final output (edited by me with how I think the volume passes are included - the documentation doesn't explain this).\n\n\nFig 2 shows my compositor node tree that matches that description.\n\n\nFig 3 is the compositor output...\n\n...and Fig 4 is the combined noisy image output. If you click on Fig 3 or 4 to expan the image view then use the left/right arrows on your keyboard you can flick between these two images to clearly see the difference.\n\n\nNeither are denoised to eliminate that as a contributory factor (I used 4096 samples to keep noise low). Fig 5 highlights the regions where I'm seeing significant shading differences...\n\n\nFigs 6,7,8 are closer views of these regions.\n\n\n\n\nThe key issues (shown in Fig 5) are the missing shading around the sphere rim, and missing shading on the floor panels at the larger rib regions between the panels. The missing shading around the sphere rim is exacerbated when denoising is applied and those notches become more pronounced. All other regions appear to be the same to me.\n\nA potential clue: the issue might be originating with the DiffDir and/or the DiffInd passes, because the sphere rim highlight 'notches' and the darker regions on the floor panels are both visible when those two passes are multiplied in the compositor node tree (see Fig 9 showing viewer output from that multiply node).\n\n\nLoad the attached blend file and render in cycles (caution - its currently set to 4096 samples... you dont need to render it with as many samples to see the issue!). Compare the 'noisy image' output and the compositor output.\n[cycles_compositor_combine.blend](cycles_compositor_combine.blend)",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"Blender 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)",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.",
"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 crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n",
"Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n",
"Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n",
"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",
"Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash",
"Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) "
] | [
"Blender crashes when scheduling cache after rendering super high resolution 37500x22200 GPU calculation\nOperating system: win10\nGraphics card: A6000\n\nBroken: blender-3.1.0-alpha+master.97c2c3991620-windows.amd64-release\n\n\n渲染超高分辨率 37500x22200 GPU计算完成后 调度缓存时blender崩溃\n\n\n"
] |
GGX returns more energy than received when GGX multiscattered is present in a scene (potential massive firefly)
Operating system: Window 10
Graphics card: nvidia 2080Ti Fe
Broken: 2.92 release
Hello,
Well, it is a rather complex problem related to this: T82500
In fact I wanted to highlight the gap in ggx and multi ggx
So I reworked the scene:

GGX = RED


Multiscattered GGX = Green


Together, a bad surprise appears:


GGX seems to "take" the energy of multiscatterd ggx, ggx then sends back more energy than it receives.
This can be the cause of some fireflies problem in some scenes.
Please forgive my bad English
[MultiScatterGGXTest.blend](MultiScatterGGXTest.blend)
1: Load file
2: Render
3:Observe anomalies | [
"Smoke Domain glitching outside of its cache range 2.91.2, 2.9 Beta\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0 Beta\n\nIf you have a smoke/fire simulation and the playhead is outside of the cache range of the smoke domain. The 3D viewport and the render shows glitches in the domain.\nAlso the same glitch happens in 2.9.2\n\n[Mantaflow bug Test.blend](Mantaflow_bug__Test.blend)\n\n[2021-02-14 03-26-24.mp4](2021-02-14_03-26-24.mp4)\n[2021-02-14 03-34-25.mp4](2021-02-14_03-34-25.mp4)\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)",
"Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n",
"different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)",
"Excessive RAM usage with instances that have emission material\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.3\n\nInstances with a material that contains emission use a massive amount of memory compared with those without emission.\n\nRender a scene with a number of instances (geometry nodes) that have an Emission BSDF on them and the memory usage will be significantly more than with a Diffuse BSDF.\n\nExample scene with 10000 instances of a 250k tri mesh:\n[EmissionMemory.blend](EmissionMemory.blend)\n\nDiffuse material:\n0:25, Mem: 44.7M\n\nEmission material:\n3:52, Mem: 41376.8M\n\n\n",
"Volume Emission Material Overflow(?) on Hard Edges (Cycles)\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: 2.92.0\nWorked: *Unknown, is present in versions back to 2.8*\n\nWhen creating a volume emission material, applying it to an object, and placing said material on an object, fireflies will form on hard mesh edges when there is geometry behind it.\n\nIt is difficult to reproduce accurately, and will sometimes not occur. It also seems to be vaguely dependent on distance from origin point of the scene, but I have seen this at close to 0,0,0 and distance is simply more likely to show it, indicating floating point math errors? (Also more visible when scene is scaled to micro levels).\n\n1: Create a primitive or use the default cube, and in its material, create a single Emission node and apply it to the Volume node of the default output.\n2: Create a second primitive larger than the first, place it such that it is behind the emission object in your perspective.\n\nIf the bug is triggered you will see white fireflies at the hard edges of the silhouette of the emission object as seen in render view and final render, as seen here:\n\n\nBug is also visible in cases of semi-transparency, such as this example with a gradient + noise applied:\n\n\nI have included the .blend file these images are from, with a stripped out version of the scene. I have left the more advanced world and emission materials in the hope it helps find the issue.\nIt can be mitigated by applying a standard Laplacian Smooth modifier to the primitive (and changing no values, probably fixing the math??), however for more advanced objects this isn't feasible.\nIt seems related to the density of the volume, for if you turn up the density the fireflies lessen or disappear, **even by applying a multiplier to the gradient example shown above.**\nStrength of the fireflies is directly proportional to the strength of the emission of the volume, as seen here:\n\n\n**What it is not:**\n- Mitigated by any other firefly handling techniques\n- Mitigated by using other Volumetric shader options (such as Principled Volume).\n- Related to any post-processing or motion blur as it's visible in Rendered view\n- Related to scene scale\n- Directly related to distance from origin, but it can be more prevalent with distance.\n\n**New as of 2021/05/30**\n- Volumes showing this issue to not show this issue in direct or indirect reflections (tested with Principled BCDF set for metallic 1.0, roughness zero)\n- Volumes showing this issue still show this issue if the object behind them is set to holdout, either through shader or view layer, though this may not be that surprising depending on how the holdout backend works with geometry.\n\nI surmise there is some kind of overflow happening producing these very specific edge fireflies on object. Whatever it is, it's a disruption to the use of these materials.\n\nSee blend file: [volume_assistance.blend](volume_assistance.blend)\n\nExcuse the number of edits, I'm trying to do this right.\n",
"Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n\nEevee:\n\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)",
"GPencil: Cached grease pencil objects renders up to 5 times faster when LineArt Modifiers are deleted after baking\nVersion: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nBuild date: 2022-06-08, 11:13:18\nPlatform: 'Windows-10-10.0.22000-SP0'\n\nYou can reduce the render time of grease pencil objects by deleting all Lineart modifiers after the caching process of grease pencil objects.\nAre the Linart modifiers not deleted the render times are much slower. This seem to be a bug.\n\nThe issue happens also in blender version 3.0.1, version 3.1.2 and 3.2.1RC.\n\nThis problem is happening in our production scenes. I tried to reproduce the issue inside a neutral file to publish it for you. But for any reason the problem wasn't able to be reproduced. Seem to be a special situation again...",
"Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.",
"Subpanels flicker when expanding panel that has moved\nOperating system: Windows-10-10.0.20161-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: Persistent issue throughout 2.8x.\n\nCertain combinations of minimizing and maximizing the physics properties panels (described below) will cause the element to flash near the bottom of the screen for a frame.\n\n1. With any object selected, enable two (or more) physics properties for the object.\n2. Minimize the *final* panel, and then the first.\n3. Maximize the final panel.\n\n**Observations**\nThe differences previously mentioned are simply due to a lack of subpanels or panel length.\nA second jump appears to sometimes happen when maximizing the final panel after changing the panel type, though I cannot reproduce this reliably.\n\nIf the formatting of this video is as terrible as it seems, please let me know how to fix it. \n[ezgif.com-crop.mp4](ezgif.com-crop.mp4)\n\n",
"Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n",
"Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n\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",
"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",
"Cycles, inconsistent power units between mesh light and rectangle area light\nOperating system: Windows 10 x64\n\nBroken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-17 23:52, hash: e0cd5b980fc5, type: Release\n\nAs seen in #53517 comment :\n\n> Lamps are in Watts, [...]. Mesh lights are in Watts/m^2 [...]\n\n\nRendering the following two emissive items should give the same lighting :\n\n* rectangle area light, 1m x 1m, power 1W\n* plane mesh, 1m x 1m, Emission shader, strength = 1.0\n\nThis is not the case, area light power must be multiplied by 4 to get the same result.\n\n\nWith the attached blend file, [test-emissive-vs-arealight-1m².blend](test-emissive-vs-arealight-1m².blend)\n\n* enable 'Rendered' viewport shading\n* the 'Emissive plane' brings more light to the 'Ground' that the 'Area light'\n* change the 'Area light' power to 4W\n"
] | [
"GGX Multiscatter energy Loss at low roughness \nOperating system: Windows 10 64bits\nGraphics card: Nvidia geforce 2080Ti FE\n\nBroken:\n2.90.1\n2.90\n2.79b (2018-03-22)\nWorked: No found\n\nHello,\nMutltiScatter GGX is broken for roughness values between 0 and 12.5%, GGX work fine, see the pictures:\nMutltiScatterGGX \n\nMutltiScatter GGX WaveForm \n\n\nGGX \nGGX WaveForm \nThanks for your patience.\n\nLoad MultiScatterGGXTest\n[MultiScatterGGXTest.blend](MultiScatterGGXTest.blend)\nRender"
] |
objects sharing meshes do not share custom GLSL shaders
**Category**: Python
%%%... but should. The bug was introduced in 2.58
Please open the simple attached file.
You should see two red cubes (they are cubes with shared meshes).
Instead only one of the cubes get the new frag shader.
Thanks%%% | [
"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",
"Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do.",
"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)",
"Overlapping volumetric light in light group contaminates other light group\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: 3.4.1\nBroken: version: 3.5.0 Alpha, branch: main, commit date: 2023-02-07 23:21, hash: 6aa1b5d031d9, type: release\n\nWhen objects with a volumetric emission shader overlap, and the objects are in separate light groups, both light groups are contaminated with light from the other group/volume\n\nIn pictures:\n\nExpected outcome:\n| Light group one | Light group two |\n| -------------- | --------------- |\n|  |  |\n\nActual outcome: \n| Light group one | Light group two |\n| -------------- | --------------- |\n|  |  |\n\n1. Start Blender\n2. Assign volume emission shader to default cube and assign object to light group\n3. Add a new cube that partially overlaps the first cube. \n4. Assign a new volumetric emission shader with a different color. \n5. Assign second cube to new light group\n6. Render light group passes: light group layer of one cube will show color that stems from the light group of the other cube\n\nBlend file: [min_sample.blend](attachment)\n\n",
"Metal Viewport flickering on interaction\nOperating system: Mac OS Monterey, Version 12.6.2\nGraphics card: Apple M1 Max, Mac Book Pro 16 inch 64 GB, LG Ultra Fine Display as secondary monitor\n\nBroken: 3.5.1 release candidate\nWorked: 3.4 with Open GL does not have these issues\n\n\nWhen interacting in the viewport say moving a camera the viewport flickers. Also when adjusting shaders in a cycles window the viewport also flickers depending on the speed of the interaction. Evee viewport does not have this issue, but solid render does\n\nBased on supplied file Look through camera and split the viewport in two. Left side has cycles rendering turned on. Change the default renderer from Eevee to Cycles and change to GPU compute. Rotate camera with the empty and cycles view on left flickers. Next select cube and change the shader colour from pink to any other colour you like. Again viewport flickers like crazy.\n\n",
"Unify Image Texture node in geometry and shader nodes\nGeometry nodes added a new Image Texture node where the image datablock is a socket.\n\nWe should unify these two nodes. There are some design decision to make regarding how to deal with image users and the frame offset socket, see discussion in {[D12827](D12827).}. ",
"Select similar face regions doesn't work across objects in multi-object edit mode\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken:\n3.0.0 alpha, 3.1.0 alpha\n\nSimilar face regions don't get selected across objects in multi-object edit mode.\n\n\nBased on the attached .blend file.\n\nI made a scene with a cube and bevelled its edges. I then copied the cube, selected both objects, entered edit mode and selected 3 faces of the active cube object where bevelled edges meet.\nThen I went to Select Similar > Face Regions and Blender selected 7 analogous face regions, but only on the active cube, not on the other object.\nIn comparison, if I add materials to these objects and try selecting faces by similar materials, both objects' faces will be selected. Any other trait among \"Select Similar\" will select faces across multiple objects.\n\n\n\n[similar face regions don't get selected across objects in multi-object edit.blend](similar_face_regions_don_t_get_selected_across_objects_in_multi-object_edit.blend)",
"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",
"Improve custom shader AOVs\n- [ ] Autocomplete AOV names in the AOV output node\n- [x] Unique naming and adding .001 does not work correctly in all cases\n- [ ] Add vector AOV output type\n- [ ] View layer level material or shader node group that can be set to output AOVs for all objects\n- [ ] Viewport display of custom shader AOVs\n- [ ] OSL support\n- [ ] Add filtering options (mainly to use either transparency or not, min, max, ..)",
"3DConnexion Mouse not working in new Blender instance\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\n3dconnexion mouse works only in one instance of Blender\n\nIf I open 2nd instance of Blender 3d mouse does not work in it, only in the original file. This behaviour is same in official 2.8. I have tested this in Rhino for Mac. There Mouse works in both instances, which ever is active of course.\n",
"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",
"Particle collisions aren't simulated before frame zero for negative frame simulations\nBroken: 2.79, 2.81\nWorked: (optional)\n\nMaking particles simulation start from negative frames don't allow for those particles to have collisions with meshes. Unless I set the initial frame to be negative.\n\n\nOpen the file and look at the already baked simulation. The first particles went through while the later ones collide perfectly. You can also rebake the cache and see the same result\n\n[ParticleBug.blend](ParticleBug.blend)\n\n**Known workaround**\nChange initial frame to match the first simulated frame before baking the simulation.\n\n",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Dissolve can create duplicate faces\nOperating system:\nGraphics card:\n\nBroken: 2.81 R970d7ed all the way back to 2.70a\nWorked: likely never\n\nUsing the dissolve tool it's possible to create faces sharing the same boundary edges.\n\n\n**Exact steps for others to reproduce the error (using *Dissolve Vertices*):**\n\n1. In the default scene, edit the cube.\n2. In **vertex** selection mode, select one face (4 vertices).\n3. Still in vertex mode, dissolve using {key Ctrl X}.\n\nYou should be left with a \"plane\" that has 4 vertices, 4 edges, and **2** faces. None of the options for the Dissolve Selection (the ctrl+x) tool seem to help against it. I don't think that any of the built-in clean up helpers can detect these either, at least directly. Select Non-Manifold can be of some small help, if there's some adjacent geometry, but if there isn't (as in this example), it won't select anything.\n\n**Exact steps for others to reproduce the error (using *Limited Dissolve*):**\n\n1. Create a plane and go into Edit Mode\n2. Select a triangular part by selecting 3 vertices and pressing `F`\n3. Select the opposite triangle part by selecting another 3 vertices on the opposite side\n4. Press `A` and `X` *> Limited Dissolve*\n5. Notice that you have 2 faces now.\n6. Repeat this procedure and you can have as many faces as you like all sharing exactly the same 4 vertices\n \n\n\n\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n",
"Particles \"Numbered\" Incorrectly When Generation Time is Influenced by Texture\nSee attached - probably not relevant.\n\nBroken: 2.90 - see attached\n\nA keyed particle system sends particles from one particle system to another particle system. Normally the ordering is respected: the first-generated particle in one system gets sent to the first-generated particle in the second system, same for the second-generated particle, and so forth. This does not work though if a texture is used to generate a particle system. Various visual effects rely on the ordering being respected.\n\nCreate a plane mesh. Add a particle system to it, physics none, starting at time 1 and ending at time 10 with 10 particles. Add a blend texture so the particles are generated from one side to another. Add a second particle system on a second object. Now create a keyed particle system on the second object going from the first particle system to the second particle system, starting at time 15 and ending at time 24 with 10 particles. Display its particles in a distinct way (e.g., as red spheres). Step through the simulation frame by frame. Note the order that the particles appear on the plane mesh (first particle system). Then at frames 15, 16 and 17 note the order in which the keyed particles appear. They appear in a different order, whereas, if a texture is not used but the random seed is used, the keyed particles will be created in the same order that they were created in the first particle system regardless of the chosen random seed.\n\n[system-info.txt](system-info.txt)\n[Particle Numbering Bug.blend](Particle_Numbering_Bug.blend)"
] | [
"Custom GLSL material shader error\n**Category**: Rendering\n\n\n%%%When using custom GLSL shaders I notice that it displays the custom shader incorrectly if I add the object on a hidden layer. It seems like it only allows 1 instance of the object to use the custom GLSL shader.\n\nI've provided a test blend. The object with the custom shader is on layer 1, on layer 2 an empty is adding the object every 50 ticks. As you can see the old added objects disregards the custom shader and instead displays the 2nd texture layer on the old material? \n\n\nCPU: AMD Athlon II X4 640\nRAM: 4 GB\nGFX: AMD Radeon HD 6850 - 1GB - Single Card\nOS: Windows 7 Ultimate\nBlender: 2.63 r49102%%%"
] |
Crashing because of a library override object
Operating system: Win 10
Graphics card: RTX 2080
Broken: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release
build date: 2020-02-13, 01:56:46
Worked: The problem occurs in all blender 2.8 versions
Blender is crashing when being lunched
I get this error in the command prompt:
Skipping insert override operations in first pass (modifiers)!
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF63563E9C1
I managed to isolate the library override object that is causing the crash
Lunch the file SkyHigh.blend
Blender is crashing.
Solution: In the cannabis folder, rename the hemp.blend file. The SkyHigh.blend file is now lunching.
I tried also to clean up the hemp.blend file with purge as well as manualy but somehow it stays around the 10MB file size | [
"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",
"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",
"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",
"stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n",
"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",
"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",
"Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n",
"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)",
"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.",
"Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n",
"Blender 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."
] | [
"Library override loosing data block crashes and corrupts the scene -reproducible \nOperating system: Manjaro / Windows 10 - 64 bit\nGraphics card: tested on both ATI R7 370 and Nvidia cards. (don't think its graphic related :))\n\nBroken: 2.82 official - 2.82v7 and 2.82a\nWorked: Not sure\n\nAfter linking a collection with asset to your scene and making relations -> library override -> adding modifier and saving your scene - works. Then delete the modified you just added and save the scene to another place -> crashes and cannot open the scene. Seems like the data block of the modifier once created messes up if deleted on loading the scene. \n\n**To reproduce the error**\n1. Create a cube, and extract some faces or make some changes to if you want. Then save the scene to AssetReference and close.\n\n2. New scene, delete all objects and Link your AssetReference scene the main collection then Make Library Override on the cube object. Save the scene to Master_v01\n3. Add Subdiv Surf to the linked cube in Master_v01 and save. Reopening the scene now opens correctly with the cube with added Subdiv Surf...\n4. Remove the Subdiv modifier of the cube and save as Master_v2.\n5. The scene Master_v2 cannot open and crashes Blender.\n\nBased on the default startup or an attached .blend file (as simple as possible).[AssetReference.blend](AssetReference.blend)\n\n[Master_v02.blend](Master_v02.blend)\n\n[Master_v01.blend](Master_v01.blend)"
] |
Crash 3.0: blender crashes on file open (2.92 file with geometry nodes)
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47
Broken: version: 3.0.0 Alpha
File
[gni 292.blend](gni_292.blend)
logs
[blender_system_info.txt](blender_system_info.txt)
[blender_debug_output.txt](blender_debug_output.txt)
[gni 292.crash.txt](gni_292.crash.txt) | [
"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)",
"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```",
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"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 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",
"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",
"Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !",
"Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\n```",
"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",
"Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n",
"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",
"Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)",
"Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash",
"Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n",
"Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\n"
] | [
"Undefined Geometry nodes cause a crash when connected to a Group Output node\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro K1000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\nWorked: Also crashes in 2.92\n\nUndefined geometry nodes cause a crash when they are plugged into a Group Output node, either indirectly or directly.\n\n1. Load the attached file in Blender 2.9.3 \n2. Go into the *Geometry Nodes* tab\n3. Plug the *Undefined* node into the *Group Output* node's \"Geometry\" input\n4. Crash\n\nTo produce an *Undefined* node, you can create a *Material Assign* node in Blender 3.0.0a.\n\nThe crash also occurs if you plug the *Undefined* node into something else, and then plug *that* node's geometry output into the *Group Output* node.\n\nIf the nodes were connected in the file, then Blender crashes immediately when you try to load it.\n\nStacktrace: [crash-test.crash.txt](crash-test.crash.txt)\n\nTest File: \n[crash-test.blend](crash-test.blend)"
] |
Crash when Smoothing
Operating system: Win 10
Graphics card: 580
Broken: 2.80
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Program completely shut down with no errors while using the smooth tool
Based on the default startup or an attached .blend file (as simple as possible).
Was learning the various tools in sculpting then switched to modeling and tried to smooth an area. Total crash with no warning. | [
"Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender 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)",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 0x118884fdf +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-01) <76DA024A-23A9-360A-9B4D-17E1FFF3C70F> /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n 0x11f240000 - 0x11f2acffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender 2.93/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f81a000 - 0x11f9affff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121431000 - 0x121435ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x123231000 - 0x123234ff7 +_opcode.cpython-39-darwin.so (0) <B301C79A-62B7-387B-8FF2-1AA125557218> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_opcode.cpython-39-darwin.so\n 0x123241000 - 0x12325eff3 +libRprSupport64.dylib (0) <E10A8DBC-2DAE-3C5D-A670-E95122180BDF> /Users/USER/Library/Application Support/Blender/*/libRprSupport64.dylib\n 0x123a67000 - 0x123a6affb +_lsprof.cpython-39-darwin.so (0) <390A27D2-FE66-3D62-9D0D-EC24BDD4185E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lsprof.cpython-39-darwin.so\n 0x123c6f000 - 0x123c72047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x124d05000 - 0x124dceff7 com.apple.AMDRadeonX4000GLDriver (2.11.23 - 2.1.1) <C9BBA305-1222-3D05-A096-DF3485CAA6D1> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x12a338000 - 0x12a4eaffb +libRadeonProRender64.dylib (0) <7857C60D-5962-34B2-9946-AA62FB25A0FC> /Users/USER/Library/Application Support/Blender/*/libRadeonProRender64.dylib\n 0x12b156000 - 0x12b159fff +_heapq.cpython-39-darwin.so (0) <39FBF3FE-B287-3DE1-9C22-E65F7DE3FBD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12b32f000 - 0x12b33aff3 +math.cpython-39-darwin.so (0) <B182812A-68AA-35BD-A8E8-D26E6BDB8C3F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x12b4cf000 - 0x12b53970f dyld (655.1.1) <EA5BF483-08FB-31C9-B31E-C0D0FD94FE89> /usr/lib/dyld\n 0x12c854000 - 0x12cb0b80f +_ssl.cpython-39-darwin.so (0) <9E0B733D-CC78-37AF-9E27-8D058929365F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ssl.cpython-39-darwin.so\n 0x12cbdc000 - 0x12cbebff7 +_socket.cpython-39-darwin.so (0) <B1F1427E-EC5E-35BF-8595-3AB7F81B8BFA> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_socket.cpython-39-darwin.so\n 0x12cc3c000 - 0x12cc43fff +select.cpython-39-darwin.so (0) <9F931F33-6B72-314B-9365-C443F0E411CE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x12cc50000 - 0x12cc57fff +array.cpython-39-darwin.so (0) <C6EAB41B-E104-3EF6-923E-5279F64BB2AE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/array.cpython-39-darwin.so\n 0x12cc68000 - 0x12cc6fff7 +_struct.cpython-39-darwin.so (0) <80252227-C14A-3C4F-974E-3F540EDA92B5> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_struct.cpython-39-darwin.so\n 0x12cc80000 - 0x12cc87ff7 +binascii.cpython-39-darwin.so (0) <804000F0-C103-3525-88BB-176B163AC5A4> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/binascii.cpython-39-darwin.so\n 0x12cd14000 - 0x12cd17fff +_bisect.cpython-39-darwin.so (0) <C55FDD46-701F-3112-80AC-1514BA077D76> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x12cd24000 - 0x12cd27ff3 +_random.cpython-39-darwin.so (0) <17F6835A-5316-353E-89E2-28FA2C7310B6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x12cd34000 - 0x12cd3bff3 +_sha512.cpython-39-darwin.so (0) <FE9A114B-3EB9-331D-9CB2-3F71DA53B2FB> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_sha512.cpython-39-darwin.so\n 0x12cd88000 - 0x12cd97ff7 +_datetime.cpython-39-darwin.so (0) <DD77ED03-5D10-32E9-A860-DEBFE5951394> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_datetime.cpython-39-darwin.so\n 0x12ce6c000 - 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0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) 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/System/Library/PrivateFrameworks/AppleVPA.framework/Versions/A/AppleVPA\n 0x7fff31bd0000 - 0x7fff31c0cfff com.apple.DebugSymbols (195.1 - 195.1) <12A5A6E2-6C84-3FCA-9927-8B9E241C607F> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31c0d000 - 0x7fff31ccafff com.apple.CoreSymbolication (12.2 - 64541.4) <F1A41B4E-671A-335E-8AE0-B99688F255C8> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff31ccb000 - 0x7fff31cd4fff com.apple.CoreTime (284) <D80E792D-33D1-3D07-B39F-F0A1A7F74E24> /System/Library/PrivateFrameworks/CoreTime.framework/Versions/A/CoreTime\n 0x7fff32b61000 - 0x7fff32bc4fff com.apple.framework.Apple80211 (17.0 - 1728) <A62689A7-7C22-33B3-90FA-730E4AAEE5B5> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32bc5000 - 0x7fff32d17fff com.apple.CoreWiFi (3.0 - 341) <F3D8F158-611A-3A5E-9F1D-E5FC273A4C74> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32d31000 - 0x7fff32d68fff com.apple.LDAPFramework (2.4.28 - 194.5) <246874E6-4FD1-35A5-A039-4141999D8CD6> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP\n 0x7fff32d69000 - 0x7fff32d6afff com.apple.TrustEvaluationAgent (2.0 - 35) <6FEF60A0-F80F-34E3-8845-FEEC92840920> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff32d6b000 - 0x7fff32e6efff libcrypto.44.dylib (56.60.2) <7D8D4B1B-625D-3D00-A626-C21AFEE0462E> /usr/lib/libcrypto.44.dylib\n 0x7fff32e6f000 - 0x7fff32e9cfff libssl.46.dylib (56.60.2) <E02ED3C9-4956-39C4-AF0A-B541EEDD3F1B> /usr/lib/libssl.46.dylib\n 0x7fff32e9d000 - 0x7fff32f4cfff com.apple.DiskImagesFramework (595.40.1 - 595.40.1) <3139EC22-A8F2-3F26-8953-7961C97E7CEF> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages\n 0x7fff32f84000 - 0x7fff32f93fff com.apple.xpc.RemoteServiceDiscovery (1.0 - 2038.80.3) <78AF1606-37D8-3424-92AE-071A9F43AA0F> /System/Library/PrivateFrameworks/RemoteServiceDiscovery.framework/Versions/A/RemoteServiceDiscovery\n 0x7fff32f94000 - 0x7fff32fabfff com.apple.xpc.RemoteXPC (1.0 - 2038.80.3) <C4BFF5FC-FC9C-3161-9612-7070EDAE9989> /System/Library/PrivateFrameworks/RemoteXPC.framework/Versions/A/RemoteXPC\n 0x7fff32ff3000 - 0x7fff32ff6fff com.apple.help (1.3.8 - 71) <6074D81C-4507-35A6-88D7-D82309F81587> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32ff7000 - 0x7fff32ffefff com.apple.EFILogin (2.0 - 2) <B06CCD1C-A4D1-34D2-89C5-0DB69FE65234> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32fff000 - 0x7fff3300afff libcsfde.dylib (554) <9CDB9580-DD1C-347E-91C5-6D92D96F52F5> /usr/lib/libcsfde.dylib\n 0x7fff3300b000 - 0x7fff33070fff libcurl.4.dylib (121.40.2) <77010EA9-4AD1-3F4A-B3EF-2FFE739FB349> /usr/lib/libcurl.4.dylib\n 0x7fff33071000 - 0x7fff33078fff com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n",
"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)",
"Assert in debug for dyntopo sculpt\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: Today main.\n\nSee attached stack trace file.\n\nIn debug:\n1. Sculp mode.\n2. Enable Dyntopo option.\n3. Do something.\nSee the crash.\n\n",
"Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\n",
"Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash",
"Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\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",
"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.",
"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"
] | [
"Smooth vertex crashes\nOperating system: Linux version 4.18.0-13-generic (buildd@lgw01-amd64-048) (gcc version 8.2.0 (Ubuntu 8.2.0-7ubuntu1)) #14-Ubuntu SMP Wed Dec 5 09:04:24 UTC 2018\n\nGraphics card: Nvidia GeForce GTX 770 NVIDIA driver version 390.87\n\nBroken: 2.80 beta, 0661bcba3210, 2018-12-27\n\n\nBlender crashes when smoothing vertex of a cube after I do a bezel. If I create a new file and then create a cube, i apply a bezel, then smooth vertices it works fine. In the attached file that includes some spheres and 4 lights, along with a cube that has a bezel. If i try to smooth the vertices on the cube with a bezel it crashes blender on my system.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nOpen attached file. Bezeled cube should be selected and in edit mode. If not, select cube, enter edit mode, make sure all verts are selected. Click smooth tool on left hand side, click and drag with mouse to apply varying smoothness, release mouse and crash.\n[neko_new_1.blend](neko_new_1.blend)\n\n\n",
"Smooth/Random tool causing crash\nOperating system: Windows 7 Home Premium 64 bit\nGraphics card: NVIDIA GeForce GTX 780 Ti\n\nBroken:\n 2.80 2019-01-14 19:48\nHash: 84c06e996a7a\nWorked: (optional)\n\nSystem crashes when mouse is released after using Smooth/Randomise tools.\n\n\nI have had no problems in the past with the 2.79 version, but with 2.80...\n\nFrom startup:\nClick to remove Splash Screen\nDelete cube\nAdd UVSphere\nSelect Edit Mode\nEnable Randomize (or Smooth)\nMouse LMB + Drag to use tool\nMouse release -> Crash!\n\n\nAs I have 3 monitors, I have rearranged some of the workspaces (L M Scu U T Sh & A) and have Blender spread over 2 monitors and a Web Browser open in the third Monitor. I have not got around to rearranging the other 3 workspaces (R C & Scr) yet.\n\nI discovered that if I carry out the operations above in the Scripting workspace, which I have not altered, the issue does not occur. I started to test this issue and found some other odd behaviour.\n\nIf, after removing the SplashScreen, I Load Factory Settings there is no problem, the tool works correctly.. \nBut if I Load Factory Settings, change the workspace (eg splitting the 3d window into 2 windows: 3d & 3d Quad) and then Delete cube, etc., the problem returns.\n\nHope this helps, regards,\n\nAlan Romp\n\n\n",
"Smoothing crash with multiple views\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: 2.8\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen multiple views are open (e.g. front and side view) and then I try to use the smooth tool on an edge loop, it lets me pull out and increase the smoothing but once I let go of the mouse the programme instantly closes. There is no error message that comes up.\nWhen I went back to single view (front on) the smoothing worked fine and didn't crash.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nWith the basic cube on start up, open a second view box, then select an edge loop in edit mode, select the 'smooth' tool, click and drag the tool out then let go of the mouse, at this point the programme should close."
] |
Freestyle blending method incorrect in Eevee render
Windows 7 Pro 64-bit - Service Pack 1
Display card: NVidia GTX 1060 6gb
Blender 2.8 beta - blender-2.80.0-git.7d792976e100-windows64
The visual result of the layering of the Freestyle linework onto the rendered image is incorrect in the Eevee render.
A render using Cycles + Freestyle produces correct results (see first image) 
A render of the same scene using Eevee + Freestyle shows the Freestyle line surrounded along its length by a whitish halo in the anti-aliased area. (see second image) 
This problem occurs with any sort of mesh model. The exact Blender file is not important. | [
"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",
"Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n",
"Eevee 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",
"Freestyle > \"Render Animation\" uses only the widest keyframed focal length for all the frames\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nBroken in the most current 2.83, date: 2020-02-17 00:09:39, hash: `819af2094b21\nWorked: 2.8\n\n\nWhen the focal length of the camera is keyframed to different values over several frames, Freestyle takes only the widest focal length and uses it for all keyframes\n\n[Freestyle_Test.blend](Freestyle_Test.blend)\n1. Open the attached blend file\n2. Set the Output location for the rendered images\n3. Select \"Render Animation\" and check the finished frames\n\nThanks so much for your help! Highly appreciated\n\n",
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"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",
"Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)",
"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",
"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",
"Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n",
"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",
"Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n",
"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",
"Eevee Volume with Zero Density results in End distance distribution inconsistencies\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\nWorked: None (same problem exists at 2.91.2 and probably earlier)\n\nEevee volume slices are inconsistently rendered - apparently due to the Distribution being incorrectly handled when there is Emission and **no** Density.\nImage cutting off the volume with specific Start-End range:\n\nAdding **any** density fixes the inconsistency, as does changing Distribution to 1.0.\n\n- Open attached file or:\n - Start from default scene\n - Click the 'Shading' tab\n - Remove default Principled surface shader\n - Add Principled Volume shader\n - Set Emission to 1.0 and Density to 0.0.\n - In Volumetrics properties, reduce End distance until intersection (58m in my case)\n- Note that the intersection distance is inconsistent with the result and sometimes the volume disappears and reappears at random distances.\n\nAlso note:\n```\n- Changing the Density from 0.0000 to 0.0001 results in the full volume being rendered (showing it's not purely due to the Distribution).\n- Same problem occurs when using an Emission shader rather than Principled Volume.\n- If Density is set to non-zero (even a vanishingly small value such as 0.0001) the Start/End clipping works as expected.\n```\n[evee_volume_density_bug.blend](evee_volume_density_bug.blend)\n",
"Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n"
] | [
"Freestyle rendering in Eevee has a grey outline.\nOperating system: Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.80\n2019-01-22 01:09\n7f40d553f903\nblender2.7\n\nFreestyle renderings in Eevee have a grey outline around the stroke.\n\n\nThe same exact render in cycles in the same version.\n\n\nBased on the default startup, enable Freestyle rendering in Eevee and render."
] |
Problem reload scripts
Windows 10 64b
Blender 2.90.1
System|Reload scripts shows following error in cmd window:

Blender was uninstalled and reinstalled to exclude my mistake. (? not certain about this)
Following Dr Sybrens : Scripting for artists | [
"Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)",
"[winerror 233] .glb, .gltf\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 3.6.2\n\n\n\ncant import .glb or .gltf files\n\n",
"\"Updating Objects Flags\" Stalling Blender\n{[F10130762](22_Nautilus_through_City_-_Cycles___Eevee.zip)}Operating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 2.92.0\nWorked: Not working down to 2.83 LTS\n\nThis file will not render the Scene named \"Cycles\" with the Cycles render engine. \n\n\n1. Open attached blend file. Note everything except camera and lights are turned off.\n\n2. Using command line, attempt to render a single frame (say 130).\n\n3. Result = Everything initialises but the render stalls on \"Updating Objects Flags\".\n\n4. Open the file in UI\n\n5. Render image renders a blank image (expected).\n\n6. Turn on Buildings and Landscape, 9 collections from the top, and Nautilus and Submarine Search Lights at the bottom. \n\n7. Render a single frame, or the cycles render layer in the compositor.\n\n8. Result = A single image may render in cycles (followed by the second scene in Eevee that composites).\n\n9. Render animation\n\n10. Result = Blender hangs on \"updating objects flags\" and it does not render, and it is not possible to cancel the render.\n\nIt may be possible to get back rendering by saving the file as a new file. But as soon as rendering an animation as attempted, \"updating objects flags\" hangs Blender either in command line or in UI mode.\n\nNotes: \n\n1. I have tried the same file on multiple machines and multiple Operating Systems with the same result.\n\n2. Quite a number of files have similar kinds of problems. Most commonly, the files will not render in UI mode. Usually though, rendering in command line works. In this case it does not.\n\n3. I have tried every permutation of trouble-shooting I can think of. I have added meshes back in one by one, re-baking ocean modifer, particles, everything. Trying recently, I had to re-bake the particles after which rendering stopped working in any configuration. The particle systems have been baked to a disk cache.\n\n4. Reconstructing from a new blend file is pointless - new blend files are fine and I do not know what is happening to bring about the bug.\n\n5. It may be necessary to re-send the file in its state when it cannot render. Please let me know if anymore information is required.",
"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",
"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",
"Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash",
"Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n\n*Pasted driver after some undo's*\n\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n",
"Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.",
"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",
"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)",
"blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n",
"My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n \n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n",
"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",
"Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n"
] | [
"Reloading Scripts causes SyntaxError (error only in 2.90.1, fix ready)\nOperating system: KDE Neon 5.19\nGraphics card: Nvidia GeForce GTX 970\n\nBroken: v2.90.1, Linux 2020-09-23, (Both the binary from the website and the Snapcraft package)\nWorked: v2.83.6 2020-09-09, Linux \n\n**Short description of error:**\nWhen using the \"Reload Scripts\" function the console outputs the following error:\n```\n File \"<string>\", line 1\n def fn():\n ^\nSyntaxError: invalid syntax\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\n\n```\nThis happens regardless of user settings. The Scripts are not reloaded. \n\n**Exact steps for others to reproduce the error:**\n1. Open Blender 2.90.1 (on Linux).\n2. Execute the command \"Reload Scripts\".\n3. Observe the console output.",
"SyntaxError - script.reload - 2.90.1\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: 2.90.1\n\nin console of empty default new file\n`>>> bpy.ops.script.reload()`\n\nresult\n```Text\n```\nFile \"<string>\", line 1\n def fn():\n ^\n```\nSyntaxError: invalid syntax\n\nlocation: <unknown location>:-1\n```\n\nI would expect no error at least.\n\nAll user addons are switched off.\n",
"Error when reloading scripts\nOperating system: Linux-5.8.10-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.23.04\n\nBroken: version: 2.90.1\n\nAddons are not reloaded and showing Error on the console.\n\n```\n File \"<string>\", line 1\n def fn():\n ^\nSyntaxError: invalid syntax\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\n\n```\n\n- click the top left Blender icon -> System -> Reload Scripts\n\n"
] |
Changing custom property via python does not trigger depsgraph update
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
Changing a custom property via python does not seem to trigger a depsgraph update. Even when a driver referencing the changed property has its dependencies updated the old value is read out.
[custom_properties_driver_depsgraph.mp4](custom_properties_driver_depsgraph.mp4)
See video or type `bpy.data.objects["Empty"]["prop"] = 0.0` into the console on this file:
[custom_property_driver_depsgraph.blend](custom_property_driver_depsgraph.blend)
| [
"bpy.props.IntProperty fails to register if given float values\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 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen an addon tries to register an IntProperty, whilst not giving one of the numerical values an explicit int value, the property will return an error during registration.\n\n```\nprop = bpy.props.IntProperty(default=1.0) # prop is created okay\nbpy.types.Object.intprop = prop\nTypeError: integer argument expected, got float\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nValueError: bpy_struct \"Object\" registration error: 'intprop' IntProperty could not register (see previous error)\n```\n",
"Operator to convert from New to Old curve object type\nAdd the ability to convert from the new `Curves` object to the old `Curve` object, in the `Object > Convert` menu.\nSimilar to #96559.\nThere should probably be an info message when custom attributes are lost with the conversion.",
"python display_shape don't work in GeometryNodeTree\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n\n",
"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)",
"Canvas picker doesn't get immediate update with change of active canvas\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nCanvas picker was introduced with 3b5df8a7ea\n\nCanvas picker doesn't get immediate update with change of active canvas. It only gets updated after other action after that.\n\nex: weight paint\n\n\n\nIn case of sculpt paint mode it's dimmed until the first stroke of paint and other update action (hover on canvas picker in this case) after that.\n\n\n\n",
"Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering\nOperating system: Ubuntu 20.04, Windows 10\nGraphics card: GeForce GTX 2080, GeForce GTX 1080\n\nBroken: 3.1.2\nWorked: Unknown\n\n\nWhen you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:\n\n```\nfind_node_operation: Failed for (RIGIDBODY_REBUILD, '')\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok \n```\n\nThis doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.\n\nOpen the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.\n[repro2.blend](repro2.blend)\nAlternatively, unzip the following and run with `blender -b --python repro.py`.\n[repro.zip](repro.zip)\n",
"Hairs & custom normals\nOperating system: Linux 5.10.0-5-amd64 #1 SMP Debian 5.10.26-1\nGraphics card: Radeon RX 560 Series\n\nBroken: 2.92 (from snap)\nWorked: not known\n\n\nHairs does not consider edited ‘custom normals’ and still use ‘face normals’.\n\nLook at attached screenshot.\n\n[test_normals.blend](test_normals.blend)\n",
"Python API: No way to add/remove driver variable targets\nCurrently the Python API can't add/remove targets,\n\nExample usage for an existing driver.\n\n```\ntarget = bpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.new()\nbpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.remove(target)\n```\n\nSee: `bpy.types.DriverVariable.targets`.\n\nThis task is to extend the API, for reference see `rna_Driver_new`, `rna_Driver_remove` for refence.",
"Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n\n\n\n",
"StringProperty search only works the first run when using regex search\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 517.40\n\nBroken: version: 3.3.1,\n3.4.0 Alpha\nWorked: Never\n\nWhen using python's re(gex) library for the new search callback results do not show up after the initial click and change of `edit_text`\n\nOpen included blend file\nExecute the script\nThere should already be search term there in the 'DEBUG' panel in the tool shelf (N Panel) after execution. If not I've been testing with 'do.*g' which should bring up 2 results.\nIf you click into the string property the correct results are there, but if you edit the search string all results disappear\nI've included a print statement that prints out the results of the _search_func_broken and you'll notice that the results are correctly being found and printed in the console but the UI does not represent these results\nThis does not happen if not using the re library as represented by the function `_search_func` and using a non-regex search item\n\n[search_regex_debug.blend](search_regex_debug.blend)",
"Generated Texture Coordinates Don't Update in Edit Mode.\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.1\nWorked: N/a\n\nGenerated texture coordinates don't update in edit mode, example when translating the vertices. I tried changing other coordinates, (uv, object), they all update fine in edit mode.\n\nBased on the default startup or an attached .blend file \n[Generated_editMode.blend](Generated_editMode.blend)\n1. Preview generated texture coordinates.\n2. Go into edit mode.\n3. Select everything and move it around in one direction (ex the left/-x).\nExpected result is the generated coordinates are identical to before moving the cube. Tab out of object mode and then it will update. \n\n",
"Modifier parameter driven by custom property recalculates with any transform.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\nIt is no matter what source drives modifier and what parameter drivered.\n[2021-02-01_19-50-30.mp4](2021-02-01_19-50-30.mp4)\n\n[untitled.blend](untitled.blend)",
"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",
"Particle system: late update of object`s tracking axis after «object`s rotation» switching.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 13)\nWorked: Apparently never (2.79 has the same problem)\n\nAfter switching on/off object`s rotation for particles, their rotation updates wrong and I need to switch something at initial object to update rotation of particles.\n[2020-04-22_16-08-56.mp4](2020-04-22_16-08-56.mp4)\n\n- Make particle system, that emits object.\n- Switch object`s tracking axis to +Z (relations)\n- Switch Object`s rotation in the particle system render tab.\n- Rotation is wrong and not changing until object`s transform not updated.\nor\n- Open attached file\n- Move the \"Cone\" object to update the particles\n- In the Cube particle settings, enable and disable `Object Rotation`\n[particle system rotation tracking no update.blend](particle_system_rotation_tracking_no_update.blend)",
"UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)"
] | [
"Custom Property altered by script doesn't effect Attribute Shader Node\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.92.0\n\n**Description**\nWhen *bpy.context.object.data[\"x\"] = 1.0* is run, the property value updates as expected however the attribute node in the Shader Node Editor continues to use the old value even after updating the frame. The shader only updates when the value is manually changed.\n\n[script based property bug.blend](script_based_property_bug.blend)\nNotice that \"x\" has been set to 0.1 and is being used to determine the brightness of the Emission shader.\nRun the selected script.\nSwitch to the shading tab.\nNotice the \"x\" Custom Property displaying the value as 1.0 but the shader still being the dark .1.\n\n\n",
"When set value of \"custom property\" by python , driver not up-date correctly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 58)\n\nWhen set custom property value by script (use console, or code), it not up-date pose-bone driven value. To up-date it, need to toggle pose-mode,\nor need to clcik \"Update Dependencies\" of driver editor.\n\n\n1. load attached blend file for 2.8 or current 2.7 beta build\n[noupdate-driver.blend](noupdate-driver.blend)\n\n2. Select armature (if not), then goto properties editor>object>Custom properties\n3. change \"prop\" value to 1.0\n4. It move \"Bone\" to (1.0, 0, 0) by driver \n5. Open python console, and input, C.object[\"prop\"] = 0.00\n6. it change \"prop\" value to 0.00 (properties editor>object>Customproperties >prop value)\n7 but it not update 3d view bone location. \n8 toggle mode to object, or toggle mode to pose, bone move correctly to (0, 0, 0)\n9 or need to use driver editor> \"Update Dependencies\" then bone locate correctly (driver up-date)\n\nAnd there seems no good way to force up-date , without change mode. \n \"update dependencies\" can not access by python. \n\nI know there are already some reports for driver up-date (or dependency graph), but could not find about this specific case.\n\nso just reported. Though I offer most simple case, but plug in often change \"rig custom property values\" from UI.\nWhen direct input and change value , it up-date correctly., but if use function, (eg reset value of all proeprties) with UI button, it not up-date correctly.\nThen I hope to know way to force up-date . (at current I toggle object pose-mode by python, then force up-date, but it is not good way I think)\n\nif it is already reported , merge and close this please. \n"
] |
Blender 2.80 beta doestn`t run on Linux Mint 17.2 Cinnamon
Operating system: Linux Mint 17.2 Cinnamon
Graphics card: Intel 2nd Generation Core Processor Family Integrated Graphic
Broken: 2.80
Worked: (optional): 2.79b
Hello,
I tried to run Blender 2.80 beta on my laptop (Linux Mint 17.2 Cinnamon), but when I run the Blender executable file from the Blender 2.80 beta directory under the Terminal, it runs older version of Blender (2.79b). Terminal shows the communicate:
"
Read prefs: /home/memling/.config/blender/2.79/config/userprefs.blend
found bundled Python: /snap/blender/20/2.79/python
"
Can you help me?
Best regards,
Tomasz Mering | [
"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",
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe \n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"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",
" 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)",
"Region Overlap does not work on VSE editors\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM`\nBroken:\t\t\t\t` 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00`\nBroken:\t\t\t\t` 2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46`\nBroken:\t\t\t\t` 2.83.3 LTS, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release, build date: 2020-07-22, 04:04:56`\nBroken:\t\t\t\t` blender-2.90.0-4f59e4bddcb0-windows64` (BF Build Bot)\nBroken:\t\t\t\t` blender-2.91.0-21fec9513969-windows64` (BF Build Bot)\n\n\n|  |  |\n| -- | -- |\n\n\n[No Overlap.blend](No_Overlap.blend)",
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"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",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"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 development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n",
"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",
"Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"import .blend in Unity don't works any more corect.\nOperating system: Apple Silicon M1\nGraphics card: Apple Silicon M1\n\nBroken: Blender 3.5.1\nWorked: Blender 3.3.7\n\n.blend import in Unity does not work any more corect.\n\n\n\nDear Blender Team\n\nI use Blender to create my model and add materials. Then I import the .blend file into Unity (https://unity.com). I am in the process of creating an app for the Apple Store. I have a large original .blend file with several scenes. In the Unity-Asset folder I have new Blender files for the individual scenes, which are linked to the respective scene from the original .blend file. Until now, I have been able to open and update these linked files in Unity without any problems.\n\nSo far the workflow with Blender 3.3.7. and the latest Unity version 2022.2.20 worked very well.\nAll materials were correctly transferred to Unity.\n\nWith the new Blender version 3.5.1. this no longer works and the materials goes mixed worse. For example, the exterior wall is suddenly visible as concrete and no longer as exterior plaster. The materials of the interior walls are also mixed.\nUnity also crashes again and again when importing Blender Files 3.5.1.\n\nMy workaround is now to simply work with Bleder 3.3.7 again. The materials work correctly there. And Unity does not crash.\n\nThanks for fixing \nBest regards from Switzerland\nMichel Wüest\n\n\nTranslated with www.DeepL.com/Translator (free version)\n\n",
"Viewport/Eevee regression tests improvements\nWhen compiling blender with `WITH_OPENGL_RENDER_TESTS=On` the cycles render tests are also run for Eevee and workbench. But their are some issues.\n\n* Eevee specific features and options (bloom, transparencies, reflections/refractions) are not covered in the test suite.\n* The reference images for eevee are rendered using NVIDIA and due to other texture filtering are not usable for AMD.\n* No tests to measure viewport performance.\n\n**Improvements**\nThis task will describe improvements we want to implement in the test suite specific for viewport and eevee.\n\n* Use platform specific reference images when the reference images differs between platforms. This allows the tests to be run with success on more platforms, but doesn't add to much of an overhead updating the reference images.\n** We could reduce the amount of platform specific images by using a different bias.\n* Per test we should be able to point to a platform specific reference image. When not configured the common reference image will be used.\n* We should be able to compare reference images between multiple platforms. (similar to how we currently do for Cycles/Eevee).\n* Add animation viewport tests that outputs a FPS over 10 seconds of running time (after all shaders have been compiled). The results including some system info should be stored in a file. Eventually we want those to be run on the builtbot and plot a graph over time (accessible via a web).\n* Q: should we add option to create eevee-specific tests (scene name starts with `eevee-`) or also run for cycles? \n\n**Platforms**\n* NVIDIA latest closed drivers (should be able to run on linux and windows with same results)\n* AMD latest closed source drivers (should be able to run on linux and windows with same results)\n* AMD open source drivers (linux only?)\n* Intel GPU (open source drivers/latest intel Windows/Linux) Unclear if we should make more deviations. otherwise we should stick to Windows and use the latest Intel drivers.\n* MacOS we might want to stick to Mac mini (intel and m1) for now.\n\n"
] | [
"Blender 2.80 doesn't open\nOperating system: Linux Mint 17\nGraphics card: Nvidia GTX 710\n\nBroken: blender-2.80, 81ea815dcb6, glibc224, x86_64\nI think the release date of this daily build is: 13-Dec-2018\n\nBlender doesn't launch.\n\nWhen I double click on the “blender” file, nothing happens. I tried to open it using terminal but this error appears:\n\n\n```\n./blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory\n\n```\nI tried this code but it doesn't work:\n\n\n\n```\n sudo apt install libc6\n \n```\n\nI also googled and it seems that I should update the whole distro but I would like to use the Linux Mint 17 for many reasons. \n\n\n\n\n\n\n"
] |
Color input on Geometry Nodes Modifier causes console to print "Could not find button with matching property to decorate" on each UI update.
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96
Broken: version: 3.0.0
Color input on geometry nodes modifier causes console to print "Could not find button with matching property to decorate (NodesModifier.Input_#)" whenever UI updates.
Update: The vertical value slider (in the geometry node modifier color input's popup) also does not appear to work, slider is stuck and the value just jumps between minimum and maximum values.
I'm assuming it's related.
[could not find button with matching property to decorate.blend](could_not_find_button_with_matching_property_to_decorate.blend)
From appended blend:
Load file and look at console
Attempt to adjust the vertical value slider in the geometry nodes modifier color input's popup
Full steps:
Add geometry nodes modifier to an object
Give it a color input
Make sure the modifier properties are on screen
Check console
Attempt to adjust the vertical value slider in the geometry nodes modifier color input's popup
| [
"Support warnings for field input nodes\nField input nodes evaluate in a context, but currently they give no warning if they do not support\na particular context. The initial goal is to add a warning like \"Input node does not support geometry type: Mesh\" on the spline parameter node in the following situation:\n\n{[F12738459](image.png) size=full}\n\n### Implementation\nA potential implementation isn't clear.\nIt seems there needs to be a way to keep track of which node (`bNode`, `NodeRef`, `DNode`, etc.) the field input node came from.\nThen the field evaluation system should have a way to collect errors and return them to the caller. Or maybe the caller can pass a\n\"logger\" class to the field evaluation system. That generalization could allow more specific breakdowns of node timing in the future.",
"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",
"Array modifier: Count value doesn't increase over 1000 when using arrow icons.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: \n3.5.1,\n3.4.1\nWorked: N/A\n\nThis is a minor bug but hopefully easy to fix:\nWhen changing the \"Count\" value in Array modifier using arrow icons it is impossible to pass a value higher than 1000, it simply doesn't change. However, any value can be set using keyboard and then the arrow icons work as intended (eg. setting the value using keyboard to 1001 enables the arrow icons to set values 1002, 1003...).\nThis seems to be happening when trying to pass over values eg. 1000, 2000, 5000. When trying to pass over values eg. 3000, 4000, 6000, 7000 the icons work as intended.\n\n1. Open blender\n2. Select default cube (or any newly created object)\n3. Go to Modifier Properties\n4. Add Array modifier\n5. Manually change Count to 998\n6. Press the right arrow icon until the Count value reaches 1000 and keep pressing to see if the value increases\n7. Manually change Count to 1001 and check if the right arrow icons changes the value\n\n",
"Search of nodes from multiple strings\nFor the math nodes it would be good to have a way to search \"dot\" and add the attribute vector math in the \"dot\" mode.",
"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)",
"\"Slice String\" field input shows as error, but works (lack of string fields)\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nBroken: version: 4.0.0 Alpha\nWorked: /\n\nA field can be connected to \"Slice String\" node \"Position\" input, and while it shows as red error, it does work. In the attached files, the connection between \"Duplicate Elements\" and \"Slice String\" is shown in red, despite node tree working as expected (tested in Blender 3.5 + current 4.0 daily-build).\n\nAlso note the lack of fields between the \"Slice String\" and string \"Equal\" nodes.\n\nSee attached files.\n\n---\n\nIn the example file, each symbol in a string is an instruction for creating an object at a specified position.\nThe instructions implemented here are \"T(op)\", \"C(enter)\" and \"B(ottom)\".\nI therefore take the input string and create an object for each symbol in the string, then use the geometry index to find the corresponding string symbol to do modifications on the geometry.\n\nFor this to work, \"Slice String\" needs to accept the field input (from \"Duplicate Elements\" field \"Duplicate Index\") so each geometry duplicate gets its own symbol from the input string. This works, but the connection is shown as error in red.\n\nIdeally \"Slice String\" would accept a field for \"Position\" and \"Length\", so arbitrary parts of the string can be extracted for each geometry duplicate. The output of \"Slice String\" should also be a field.\nI'm not sure if there's a way to handle this without an error in the geometry nodes.\n\nOverall, it seems Blender is lacking string-fields, because the \"Equal\" node also defaults to fields for all types except strings. Yet, fields also seem to work here, too?\n\nNot needed here, but the \"String Length\" node also doesn't seem to explicitly support fields.\n\n",
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"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)",
"Geometry Nodes: writing attributes (from procedurally created geometry) to vertex groups not working\nOperating system: macOS Monterey 12.4\nGraphics card: RX 6800 XT\n\nBroken: 3.1 & newer\nWorked: 3.0.1\n\n\nIn Blender 3.0.1, it was possible to write attributes from procedurally created geometry (created by geometry nodes) to vertex groups, as long as the \"Group Input\" node was joined with the procedural geometry. However, no version newer than 3.0.1 seems to have this capability. From what I understand, this may have been done intentionally in anticipation of attributes replacing vertex groups entirely... but it seems odd to kill this feature before that transition is complete, so I'm reporting this as a bug.\n\n\nOpen the attached .blend file in Blender 3.0.1:\n[geonodes_attrib_to_vgroup.blend](geonodes_attrib_to_vgroup.blend)\nThis file contains a geonodes setup where half of a procedurally generated grid is extruded using a solidify modifier. The \"geonodes\" object should look exactly the same as the \"Expected Result\" object. \n\nNext, open the file in Blender 3.3 (or 3.1, or 3.2) and notice how the \"Expected Result\" object no longer matches the \"geonodes\" object.\n",
"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)",
"Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n",
"Physics / Simulation Nodes Baking User Interface\nThis proposal unifies the Physics panels to be closer to the modifiers. There is no functional change besides the user interface.\n\nThen it adds the Simulation panel as a panel which is always visible for the objects. It is not part of the Add Physics.\n\n\n\nOpen questions:\n* Should Delete / Bake All Dynamics also take into account Simulation Nodes?\n\n",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n"
] | [
"\"Animate Property\" UI-dot-button does not insert key when the input is a Color [field, constant is OK]\nOperating system: Linux-5.15.5-76051505-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\nThe ui-buttom that enables to insert a key-frame does not work when the input is a Color for the parameter exposed on the Geometry Nodes Modifier.\n\n\n\n1. In Geometry Nodes Editor, create a parameter Color to your Group Input Node and Connect it to the Group Output Node.\n2. Try to press the dot-like button in the modifiers tab for the Color Attribute just exposed.\n3. Nothing will happen but the expected behavior would be keying the current state of the Color.\n"
] |
edit mode crashes
Operating system:
Graphics card:
blender-2.81-881675dff13d-win64
ax delete ... mesh - cube - edit mode .... select = crash
Based on the default startup or an attached .blend file (as simple as possible). | [
"crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n",
"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)",
"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",
"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",
"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",
"2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n",
"Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n",
"Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n",
"Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"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 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",
"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"
] | [
"Alpha281 Crashes in edit mode\nOperating system: windows 10 1903 (updated on 08/02)\nGraphics card: none , 6gb ram 3.3 gz\n\nBroken: (example: 2.81, 2019-08-03, as found on the splash screen)\nWorked: has never worked\n\none difference is it worked with curves ... add curve ... change to edit mode ... no crash .... BUT if you now covert curve to object and enter into edit mode again ... crashes\nBased on the default startup or an attached .blend file (as simple as possible).",
"Alpha 281 edit mode crash\nOperating system: windows 10 / g3240 3.1 Gz / 6gb ram\nGraphics card: Intel(R) HD Graphics Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nobject - edit ... mouse click anywhere - crash\n\n[Alpha281test.blend](Alpha281test.blend)",
"Alpha 281 Boolean to edit crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\nafter Boolean was applied change to edit mode …. works with middle mouse button ….but{[F7648390](AlphaTestBool.blend)} if left or right mouse clicks alpha crashes\n\n\n",
"Curve Arc crash\nOperating system:\nGraphics card:\n\nalpha ... 073fa\n\nadd curve - arc .... 75 deg ... modifier screw ... set y axis ... rotate -90 x ... convert to mesh ... go edit mode .... shift alt select bottom hole to fill .... CRASH\nBased on the default startup or an attached .blend file (as simple as possible).",
"alpha crashes in edit mode\nOperating system: windows 10 1803\n3.3ghz 6 mb ram{[F7645518](AlphaTest.blend)}\nGraphics card: none\n\nBroken: (example: 2.81, 066a7173c068, alpha, 2019-08-02, as found on the splash screen)\nWorked: (optional)\n\nive saved the cube in edit mode .... any click and blender crashes on my system\ni tried reinstall graphic drivers but hasnt solved this problem\nBased on the default startup or an attached .blend file (as simple as possible).",
"shift alt crash \nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nhappens to all curves when you convert curve to mesh and then go ... object ... edit .... shift alt .... select any mesh parts \n\nBased on the default startup or an attached .blend file (as simple as possible).",
"crashes on latest windows 10 in edit mode\n**System Information** windows 10 1903 ... updated windows on 08/02\nOperating system:\nGraphics card: none cpu g3240 3.1 gz 6gb ram\n\nBroken: (example: blender-2.81-3232fc335d83-win64{[F7646866](AlphaTest2.blend)}, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n1)installed Alpha ... chose copy 2.80 settings\n2) open blender - ax deleted all ... added shpere - any click in edit mode produces a crash \nadd sphere - enter edit mode - click \nBased on the default startup or an attached .blend file (as simple as possible).",
"alpha 281 still crashing in edit mode\nOperating system: windows 10 \nGraphics card:\n\nBroken: blender-2.81-8f1a55831c89-win64 (1), master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nadd cube ... enter edit mode .... click anywhere ... crash\nthis has happened with both versions released on 5th aug and all versions from the 4th ... cant help if it crashes all the time !\nBased on the default startup or an attached .blend file (as simple as possible).",
"Alpha281 edit mode crashes - curves test\n{[F7647453](AlphaTest.blend)}Operating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\nadd curve … edit mode works … convert to mesh … enter edit mode … fails …. this happens with all objects in edit mode\n\n"
] |
Grease Pencil Draw Mode Cutter bug
Operating system: MacOS 10.15.7
Graphics card: AMD Radeon Pro 5300 4 GB
Broken: 2.92.0 (2.92.0 2021-02-25)
Worked: ?
The keyboard shortcut for the Cutter tool does not work on the first try
When invoking the Cutter tool using Shift Spacebar 5, the Eyedropper tool is selected instead. If I press Shift Spacebar 5 a second time, the correct tool (Cutter) is selected. | [
"No space mouse support in --debug mode\nOperating system: macOS 12.6.7\nGraphics card: Apple M1 Max GPU\n\nBroken: 3.6.1\n\nConnexion Space Mouse does not work if Blender is launched with --debug.\nNormal launch works.\nIs this related to #93170 ?\n\nLaunch Blender with --debug\nTry to use Space Mouse\n\n",
"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",
"Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n\n\nBad confirmed cut: \n\n\nGood cut -- with the First Last option turned off:\n\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird",
"Grease Pencil - Straight line at beginning of stroke\nOperating system: Mac OS Mojave\nGraphics card: Intel UHD Graphics\n\nTablet: Wacom Cintiq\n\nBroken: 2.83.0\n\nWhen making fast strokes, there is delay that causes a straight line. Most noticeable when drawing quick circles. It seems to be there's a delay between starting the cursor pressing down and starting the stroke.\n\n\nBased on the default startup, adjusting setting doesn't change the behaviour. The straight line is present with all brushes.",
"Move Tool Todo\n## Move\n * - [ ] {icon circle color=green} Currently, distances are not well communicated while dragging, only the axis. We can make it much clearer how far you've moved your item, like so:\n\nHere, the distance moved is brighter than the rest of the axis line.\n * - [x] {icon circle color=yellow} The Redo panel for moving items should be simplified. The Constraint Axis controls should be hidden, and the Move X, Y, Z controls should always work. The current UI here is annoying to use and takes up lots of space.\n\n * - [x] {icon circle color=yellow} The tool has 3 names: 'Grab' (in the toolbar), 'Move' (inside the Redo panel), and 'Translate' (Redo panel title). It should have one name. 'Move' is the most universally understood word, that everyone will understand. The other two are ambiguous and unclear. ",
"Wrong tool highlighted\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nIf you change any default tool and save startup file, highlighted tool shows wrong tool:\nI's related to new great feature: d99af958d7f990427d663e7eea969deb152c7297\n\n1. Change your selection to `select circle`.\n2. Save startup file (file-default-save startup file).\n3. Now create new file (file-new-general).\n4. Click and hold your selection tool to choose between them.\n5. You see wrong item highlighted like picture below.\nOther tools have same problem.",
"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.",
"Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n",
"Annotation tool in Image Editor does not switched off when mode is changed\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:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar.",
"Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n",
"Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n",
"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",
"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",
"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))",
"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"
] | [
"Grease Pencil – Wrong Shortcut\nOperating system: Linux-5.3.0-40-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 4)\nWorked: (optional)\n\nIf you are in 2D animation workspace in Draw mode and try to select the fill tool with the shortcut `Shift` + `Spacebar` and then `1` it selects the `Draw` tool.\n\n\n\n\n - Open Blender\n - Select 2D Animation in the Splash Screen\n - Select a tool different from the `Fill` tool\n - Press `Shift` + `Spacebar` and then `1`\n\n\n––––––––––––––––––––-\n\nHave a nice day :)\n\n\n",
"GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n",
"Grease Pencil, Draw mode, Inconsistent shortcuts\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.83 (sub 17)\n\nGrease Pencil, Draw mode, Inconsistent shortcuts.\n\n[ If the selected tool is Draw the shortcuts are (Draw: Spacebar O, Fill: Spacebar 1, Erase: Spacebar 2,... etc) but when the selectet tool is different to Draw those shorcuts change to the next (Draw: Spacebar 1, Fill: Spacebar 2, Erase: Spacebar 3,... etc)\n]\n\n\n",
"Inconsistent Grease Pencil \"Shift+Spacebar\" shortcut\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: 2.92.0 Beta\n\nOn Greace Pencil (3d or 2d) the pop up menu when press \"Shift Spacebar\" is inconsisten, when using \"Draw\" tool the popup shows the sub shortcut as \"O 1 2 3 ...\" and when using another tool like fill the sub shortcut shows as \"1 2 3 4 ...\"\n\n\n* Create a new file selecting 2D Animation.\n* Shift+Spacebar (to open popup)\n* Select Draw Tool.\n* Shift+Spacebar (to open popup Again) [Notice Draw have a shortcut assigned to O]\n* Select Fill Tool.\n* Shift+Spacebar (to open popup Again) [Notice Draw have a shortcut assigned to 1]\n\n\n\n\nThanks!\n",
"GPencil: Shortcuts for tools are different depending of selected tool\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 4)\nWorked: (optional)\n\nShortcuts for tools in grease pencil draw mode are inconsistent\n\nShift space with the first tool as starting point gives different shortcuts than pressing shift space with the last tool as starting point.\n\n\n\n"
] |
Auto Smooth option corrupts mesh data
Operating system and graphics card
Broken: 2.80 Alpha2 2018.10.09
Worked: (optional)
Based on a (as simple as possible) attached .blend file with minimum amount of steps
There is no problem when opening with version 2.79.
I recorded a video [2018-10-10 15-43-23.mp4](2018-10-10_15-43-23.mp4)
This is the problem scene file [11111.blend](11111.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?",
"(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.",
"Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```",
"'constant' f-curve not working happily with sampled motion blur Blender 2.79b\nAttempting to use 'offset animation' of the armature object to combine separate mocap clips in the NLA in v2.79b: the results appear to imply that the 'constant' curve interpolation results in the object animating between positions, not moving 'instantly' as the curve in the graph would imply.\nScene created in v2.79b 2018-03-22 14:10 build\n\nBasically I noticed a couple of frames of 'bullet time' blur happening in rendered footage, it happens when the armature root moves and/or rotates between positions to align the armature pose from the end of one NLA action to the next, using 'constant' interpolation in the curve editor for the keys. Basically rendering this animation option unusable if one is using motion blur for the render.\n\nI tried moving the key frames to fractional frame positions (frame xx.5), on the assumption that using 'centered on frame' motion blur should miss the object move - it did not, still 2 frames with 'bullet time' blur on the character. The render time for the 1st bad frame only going from 30 odd seconds to over 13 minutes! The second bad frame rendered almost as quickly as the good frames interestingly.\nTried 'starting on frame' and 'ending on frame' for the motion blur (with whole number key frames for the animation again) - still got the issue in differing frames but basically the same, except that the blurry character jumped positions and back again which didn't happen using 'centered on frame' motion blur.\n\nHappens on all my computers.\nAll machines are Windows 10, 2 x Pro and 1 x Home.\nBox 1: HP Z800, 2 6 core Xeon, 80Gb RAM, 2 x gtx 1070\nBox 2: Dell R510, 2 x 6 core Xeon, 32Gb RAM, 2 x GTX 970 (external on mining risers)\nBox 3: Gigabyte Aero15, 1 x 6 core i&, 16Gb RAM, 1 x gtx 1060 6Gb (win 10 Home)\n\nIf this is a feature, not a fault, then fair enough (although it makes life harder!).\n\n\nCheers\nMark\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",
"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",
"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",
"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",
"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.",
"Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n\n\nChanges appears only after You enter to object mode.\n\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n",
" 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)",
"Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".",
"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)"
] | [
"Blender2.8 Autosmooth option corrupts UVs\nOperating system and graphics card\n\nBroken: (example: \tblender-2.80-6b551c0b8cb-win64)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nThe object that has already made the UV map (Fig. 1) \n\n…is blurred after the object is edited by pressing the TAB key after opening with Blender2.8 (Fig. 2). \n\nAttachment: File with error\n[111fdgdfg.blend](111fdgdfg.blend)",
"Import OBJ of ZBrush\nLinux Ubuntu Studio 16.04 - 2 GTX 1060 and 1 GTX 1070\n\n\n\n\nerror in import OBJ of zbrush to blender 2.80\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n\n\n\n\ndukier_low.obj?dl=0\n"
] |
No visual feedback on Boolean when operand is in Edit Mode
Intel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB
Windows 7 x64
Broken: 2.90 c5b6b3d82f56 2020-08-05
Worked: 2.83
Boolean modifier stopped giving visual feedback when operands are in Edit Mode which makes it very difficult to use tools like Bevel and perform other modifications in Edit Mode.
Open provided file in 2.83 and 2.90 and observe the difference.
[BooleanNoFeedback.blend](BooleanNoFeedback.blend)
 | [
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"",
"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",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n",
"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",
"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.",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n\n\n**Rendered Result:**\n\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)",
"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",
"Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n",
"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)",
"Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n",
"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)",
"Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n\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"
] | [
"2.9 - editing cutter mesh wont affect boolean modifier in edit mode\n**System Information 1:**\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\n**System Information 2:**\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\n**Blender Version:**\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.1\n\n**Short description of error:**\nThis is a regression in Blender 2.90.0. In Blender 2.83.1 when a mesh is the subject of a `boolean modifier`, it can be modified in `edit mode` and the modifications can be seen in real time on the object with the boolean modifier. With Blender 2.90.0, the modifications made in edit mode **do not** show up on the object with the boolean modifier. They only show up after switching from `edit mode` back to `object mode`. Here's a video:\n[2020-06-30 21-40-00.mp4](2020-06-30_21-40-00.mp4)\n\n1. Create two objects and make sure they intersect in some way. I will call this objects `Cube` and `Target`.\n2. Select the `Cube` and give it a boolean modifier with the object `Target` as the reference mesh for the operation.\n3. Select `Target` and enter `edit mode`. In 2.83.1 you'll notice that `Target` still has an impact on the `Cube` while in edit mode while in 2.90.0 `Target` does not have an effect on `Cube` anymore while in `edit mode` (You may need to be in a wire frame mode to see it).\n\nHere's a .blend file with steps 1 and 2 done.\n\n[#78299 - Boolean edit mode ineffectiveness.blend](T78299_-_Boolean_edit_mode_ineffectiveness.blend)"
] |
2.9 - editing cutter mesh wont affect boolean modifier in edit mode
**System Information 1:**
Operating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye
Graphics card: GTX 1050Ti 440.82
**System Information 2:**
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75
**Blender Version:**
Broken: version: 2.90.0 Alpha
Worked: 2.83.1
**Short description of error:**
This is a regression in Blender 2.90.0. In Blender 2.83.1 when a mesh is the subject of a `boolean modifier`, it can be modified in `edit mode` and the modifications can be seen in real time on the object with the boolean modifier. With Blender 2.90.0, the modifications made in edit mode **do not** show up on the object with the boolean modifier. They only show up after switching from `edit mode` back to `object mode`. Here's a video:
[2020-06-30 21-40-00.mp4](2020-06-30_21-40-00.mp4)
1. Create two objects and make sure they intersect in some way. I will call this objects `Cube` and `Target`.
2. Select the `Cube` and give it a boolean modifier with the object `Target` as the reference mesh for the operation.
3. Select `Target` and enter `edit mode`. In 2.83.1 you'll notice that `Target` still has an impact on the `Cube` while in edit mode while in 2.90.0 `Target` does not have an effect on `Cube` anymore while in `edit mode` (You may need to be in a wire frame mode to see it).
Here's a .blend file with steps 1 and 2 done.
[#78299 - Boolean edit mode ineffectiveness.blend](T78299_-_Boolean_edit_mode_ineffectiveness.blend) | [
"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",
"Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)",
"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",
"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)",
"Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n|  |  |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) |  |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) |  |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow |  |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)",
"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",
"Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)",
"Apply modifiers on objects with shapekeys (with some exceptions)\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nCurrently it is not possible to apply modifiers to an object that has shapekeys, even though it would be technically possible for most modifiers. I suggest making it possible to apply modifiers to objects with shapekeys with some exceptions.\n\n\n\nFor example:\n\nThe subdivision and wire modifier does not modify the objects topology as the shape change. This modifier could be applied while still keeping the shape keys.\n\n---\n\nScreen capture example of how to apply modifiers and keep shapekeys.\n[apply modifiers with shape keys.mp4](apply_modifiers_with_shape_keys.mp4)\n\n---\n\nModifiers that can't be applied in a simple way when the object has shapekeys.\n\n- Boolean\n- Build\n- Decimate\n- Geometry nodes (in some cases. Easiest to just exclude this modifier)\n- Mirror (**IF USING BISECT**)\n- Remesh\n- Skin\n- Volume to mesh\n- Weld\n- Explode\n- Fluid\n- Ocean\n- Particle instance (Since source particle system density mapping can be applied in world space)\n- Particle system \n\n\n\nWhen the user tries to apply any of these modifiers when the object has shape keys, the error message should be:\n***Modifier that changes topology based on shape cannot be applied to a mesh with shape keys***\n\nNote:\nWhen applying a modifer of type \"Modify\" (for example \"Data transfer\"), the current shape should be used when applying the modifier (i.e. the resulting shape of all combination and values of the objects shape keys)\n\n\n",
"Context override of bpy.ops.object.mode_set does not work\nOperating system: Ubuntu 18.04.5 LTS\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 440.100\n\nBroken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-04 23:07, hash: 96abe5ebbc55\n\nSetting the object whose edit mode you want to enter via context overrides does not work.\n\nAlthough the active object is changed via the context override, the following line still switches into edit mode of the object selected in the UI:\n\n\n\n```\nbpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\n```\n\nI also tested:\n```\nbpy.ops.object.mode_set({\n\"active_object\": bpy.context.scene.objects[\"Cube\"]\n\"object\": bpy.context.scene.objects[\"Cube\"]\n\"selected_objects\": [bpy.context.scene.objects[\"Cube\"]]\n\"selected_editable_objects\": [bpy.context.scene.objects[\"Cube\"]]\n}, mode='EDIT')\n```\n\nAnd \n\n\n```\ncontext = bpy.context.copy()\ncontext[\"active_object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"selected_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\ncontext[\"selected_editable_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\nbpy.ops.object.mode_set(context, mode='EDIT')\n```\n\nBoth do not work.\n\nThe only thing that works is:\n\n\n```\nbpy.ops.object.select_all(action='DESELECT')\nbpy.context.view_layer.objects.active = bpy.context.scene.objects[\"Cube\"]\nbpy.context.scene.objects[\"Cube\"].select_set(True)\nbpy.ops.object.mode_set(mode='EDIT')\n```\n\nBut it would be great to be able to do that simply via context overrides, as it also can be done for other operators.\n\n- Open Startup Scene\n- Duplicate Cube\n- Select Cube.001\n- Enter \"bpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\" in console\n- > The edit mode of Cube.001 is activated, however it should be the one of Cube",
"Hair: changing children related settings in objectmode dont show when switching to particle editmode\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related",
"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",
"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)",
"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",
"Regression: Bevel issue when its percent/absolute mode is operated on edge loop along sharp angle\nBroken: 2.91~4.0\nWorked: 2.90.2\n\nCaused by 48c484a22e0d105ed21a4f18b0cb455af6aac661\n\nIf bevel's percent and absolute modes are operated on an edge loop along sharp angle, the sharp angle part does not get beveled.\n\nTest file: [bevel_sharp.blend](https://projects.blender.orgattachment) ~~[bevel_issue_2.blend](attachment)~~\n\n### Test mesh\nEdge loop at the center has bevel weight of 1.0 and runs along a sharp angle.\n\n\n\nI'm using bevel modifier here for convenience but this also happens with edit mode bevel operator.\n\n| | 2.83.20 | 2.93.16 | 4.0 alpha 2023-06-26 `82d9eb09dbbe` |\n|--|--|--|--|\n| Percent mode |  |  |  |\n| Absolute mode | - | - |  |\n\nEdit: Reproduce:\n\n- Open the updated [bevel_sharp.blend](https://projects.blender.orgattachment)\n- Bevel\n- Select to Absolute/Percent mode and adjust depth\n- observe two cubes behaves differently \n",
"Stabilize boolean's epsilon use, write tests\n**Motivation:** resolve bugs in boolean code.\n\n**Description:**\n\nCurrently booleans use epsilon comparisons in a non-uniform way,\ncausing near edge-cases for fall *in-between* detecting a segment and an end-point intersection.\n\nThis would resolve some of the open bug reports we have now.\n\n**Estimated Time:** 2 weeks\n\n- 1 week writing tests, make sure existing bug reports are covered by these tests.\n\n *This is very important since currently there aren't any good ways to know if a change to boolean code breaks edge cases.*\n\n- 1 week (max) to go over current boolean code and make all comparisons uniform\n\n *(may be a day or two as well, just needs to be done carefully, possibly re-working intersection code)*\n\n\n```\n"
] | [
"No visual feedback on Boolean when operand is in Edit Mode\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.90 c5b6b3d82f56 2020-08-05\nWorked: 2.83\n\nBoolean modifier stopped giving visual feedback when operands are in Edit Mode which makes it very difficult to use tools like Bevel and perform other modifications in Edit Mode. \n\nOpen provided file in 2.83 and 2.90 and observe the difference.\n[BooleanNoFeedback.blend](BooleanNoFeedback.blend)\n"
] |
Crash when right-clicking the "+" symbol for workspace tabs
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17
Broken: version: 2.80 (sub 71)
Also broken: Apparently all builds down to May 13th.
Worked: May 8th build
Right-clicking the workspace "+" icon after tooltip has spawned causes Blender to crash. See gif.
Note: If I right-click the "+" icon _before_ the tooltip has had a chance to show, there is no issue.
1. On the top header, hover over the "+" symbol and wait for tooltip to spawn
2. Right-click

| [
"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)",
" 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)",
"Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n\n\n[vertex_connect.blend](vertex_connect.blend)",
"Semi-collapse spreadsheet editor navigation tab showing icons + numbers only\nIn the viewport the tool region has 3 collapse/expansion levels:\n* All tools + labels\n* Only icons two columns\n* Only icons one column\n\nFor the Spreadsheet editor it would be nice to have two collapse levels:\n* All icons + name + numbers (current implementation)\n* All icons + numbers\n\n--\n\nAlso, when changing that, it would be nice to make the default width of the region thinner.",
"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",
"unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\n\n",
"Bug with inconsistency combining workspaces and main windows (it happens in ALL BLENDER VERSIONS)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0\n\nWhen working with more than 1 main window of the same Blender project, if new workspaces (Layout, Sculpting, Scripting) are added in one window, they are not properly displayed on the other. (See image for clarification)\n\nImportant! I have tried to reproduce the steps with the latest versions: 2.83.2, 2.93.9, 3.1.0 beta, 3.2.0 alpha (and older 2.93 and 2.83 installed versions) and the bug is the same in all of them. It seems to be a bug that has always existed.\n\n\n1. Open a Blender project (no matter if it's new or already-existing one).\n2. Add a new main window (Window > New Main Window)\n3. Once both windows are open, add any new workspace on one of them - let's say it's WINDOW1 (+ Add Workspace > General > Scripting)\n4. Go to WINDOW2 and click on the new workspace 'Scripting' Tab that has appeared. See that the workspace is corrupted as it's not displaying the \"Scripting\" workspace.\n\nI have replicated the error myself on the attached Blender file:\n\n[Blender workspaces bug.blend](Blender_workspaces_bug.blend)\n",
"Sample color add to palette, works for mouse click but not key press only\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA GeForce GTX 960M\n\nBroken: 2.80 2019-02-05 23:34\nWorked: (optional)\n\nUsing the **sample color** tool, **add to palette** option does not work properly.\n\n1. Press S+LMB with cursor on any color. The option **add to palette** is checked automatically(at the tool properties panel at the bottom left) and the color is actually added to the palette(tool properties bar at the top > brush).\n2. Press S with cursor on any other color(do not click). The option **add to palette** is still checked(because it remembers the last operation). new color is extracted and is now the foreground color. However it does not add the new color to the palette. Strange.\n3. Press S with cursor on any other colors(do not click). It behaves the same. **Add to palette** is checked but is not working.\n\n**Extra bug**\n1. Press S with cursor on any color(do not click). The option **add to palette** is not checked automatically.\n2. Try to enable the checkbox **add to palette**.\n3. Blender crashes.\n\nMaybe the solution is just to get rid of the checkbox **add to palette**.\nS is sampling color to foreground color, S+LMB is sampling color to palette. Why would we need the checkbox?\nIt is also possible to add the color to palette after sampling(to foreground color). This option doesn't seem necessary to me...\n\n[bug-samplecolortool-addtopalette.blend](bug-samplecolortool-addtopalette.blend)",
"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",
"UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n\n\nThen they get thicker:\n\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n",
"Hitting 'Escape' while editing a shortcut enters that key on Windows, while on linux it cancels edition\nWindows 7 64bits, nvidia gt540m CUDA 2GB, Intel i7 2GHz, 8GB ram\n\nBroken: 2.75 c6b042b\n\n\nWhen i do a search of a shortcut, and then if i want to assign a new value and then cancel, the tab disappear.\n\nBlender User Preferences > Input > Search by key-binding \"Ctrl Tab\" > Show key map and property of any tab > Clic on \"type of event\" to change the value > Press Esc to cancel > the tab disappear.\n",
"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",
"ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n",
"GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n",
"Blender 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."
] | [
"Right clicking color picker crashes blender\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 2.80, 03672e77836d, master, 2019-05-17\n\nRight Clicking color picker crashes blender (only after description pops up)\n\nTried it multiple times, even on startup file. \n\nSteps to reproduce the bug:-\n\n> Mouse hover on color picker on either (texture or material slot)\n> Wait for description to pop up near the mouse\n> Right Click (crashes it)\n\n\nNot a major bug, but I just wanted to read the shortcut and change it; and it crashed."
] |
lag
Blender Version 2.78
little or big actions on software such as clicking on things or moving in the screen (holding the scroll button) are slow, lagged.
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"GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n",
"Armature modifier slows down any transforms on an object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.92.0\n\nHaving the armature modifer on an object with a slightly high polycount slows down any transformations (move, scale, rotation) done to it in the viewport.\nEven with the modifier disabled in view still slows down its movement.\nThis slowdown is very impactful to the smooth playback framerate of projects.\n\nHere's a video of the steps (I started out in the default scene and deleted all the starting objects)\n0Bgx_1JEouc\n\n- Make a high poly mesh (Eg. Suzanne subdivided 5 times)\n- Add Modifier: Armature\n- Transform the high poly object (Mode, rotate ...) and note the delay in fps",
"Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ",
"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)",
"Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.",
"Design: More frame snapping options\n## Problem\nWhen dragging the frame cursor around you often want to hit keyframes.\nCurrently this is hard to do, especially when zoomed out. (also because you are not sure when you've hit the key)\n\nFrame snapping already exists, but it only snaps to seconds.\nThis is activated with `CTRL`\n\n## Design Question\n* Where in the UI should this functionality live\n* How can this feature be discoverable and understandable for users\n* What are the snapping options required and how do they work\n\n## Things to consider\n* there is different snapping behaviour in the VSE, so different time editors can have different snapping functions. This needs to be clear to the user\n* In the graph editor and the dope sheet there is already a snapping menu, but that is for snapping the keys while moving them. How do we differentiate the two\n\n## Proposed Solution\nThe idea is to add an option to the way the snapping is performed, e.g. either to seconds or to keys (or another snap type)\n[2021-10-02 19-50-20.mp4](2021-10-02_19-50-20.mp4)\n\nThe snap type would be chosen in a dropdown menu\n\n\nThe subframe setting would be moved to a scene setting\n",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"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",
"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",
"Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!",
"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!",
"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",
"Poor hair editing performance\n{[F5901764](FurBall.blend)}Operating system: Windows 10 64-bit 1809\nGraphics card: NVidia GTX1080Ti\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-08 17:06, hash: e79bb957fc3, type: Release\nWorked: 2.79b\n\nPoor performance when editing hair system using particle edit mode.\n\n1. Open FurBall.blend (attached) using Blender 2.80.\n2. Switch to Particle edit mode.\n3. Use any editing operation (e.g. Combing). Observe how slow and unresponsive it is.\n4. For comparison, repeat steps 1-3 using Blender 2.79b. The performance should be several times better.",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
"Blender 2.8. In edit mode when you have hard scene (slow down processing) all your actions will applyes not at right moment (not at click but at moment when blender finn. caclucations)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI have scene where I put a lot boolean(and not only) modificators on one objects and when I enter into edit mode all processing erally slow (each action: movement, extrusion, etc..) And problem here in next: when you doing any action (and it took time to process it) and then press mouse button to apply action affect, but! it will not memorize position of the mouse when you pressed, and still continue doing (move to the cursor) And this really anoing because you need repeat all twice or more time. Or just seating and waiting with no mouse movement at all, when it will apply action effect. \nSo core problem is that: in edit mode any affect will applyes not at moment when you decide but by moment when CPU will finished calculetion of movement/action and will change your action to position where is going be mouse positioned at the moment of the end calculation... something like that. \n\nCreate some worcload/heavy scene. For example by a lot subdivisions and booleans at object. When each your action will be like \"under water gravity\" slowed down. And then try to change(extrude/move vertext / anything) boolean part that will be used as cut area in the edit mode. \n\n[2019-04-01 17-39-35.mov](2019-04-01_17-39-35.mov)"
] | [
"Blender suddendly too slow\nintel core i7-5500u 2.4GHz w Turbo Boost up to 3.0GHz \nNvidia Gforce 940m w 4GB dedicated VRAM\n16GB DDR3 L Memory\n1000 GB HDD\n\n2.78\n\nSuddenly too slow, uncapable of anything, since yesterday.\n\nJust open and try to work....\n",
"Blender suddenly won't work with my computer\nBlender Version 2.78\n\nI've been using Blender for the better part of a year, but now it won't work properly. It says I need an OpenGL of 2.1 or higher, which my laptop has. My laptop comes with a graphics card, so this shouldn't be an issue. I'm unsure of what do. Any ideas?",
"Works slow\nprocessor: Intel i3 Graphics card: Nvidia GEFORCE 820m\n\nVersion: 2.78\n\nMy Blender works very slow, when I move my cursor it cannot keep up with it and when I zoom it would zoom very slowly and would move even further than I told it to.\n\nI left blender for a month or two and then yesterday I logged back into blender it wasn't working as intended",
"Very Laggy\nWindows 10 x64\nIntel core i7 6500U 2.50Ghz 2.59Ghz\nNVidia Geforce 940M 2gb\n8gb RAM\n\nBroken: 2.78b\nWorked: (optional)\n\nAs soon as the program is run, the whole program becomes very laggy. Any other program run at the same time has no altered functionality.\n\nJust simply running the program\n",
"Please help. Emergency\nIn last month I have installed Unity 5. after installing it my blender 3d started to work 1 frame per second. I have uninstalled every microsoft visual studio thing and unity 5. but it didnt fix it. it is still 1 frame per second. please help emergency.\n\nmy computer has 16 gb ram, win10, nvidia 960gtx, i76700hq.\n\npleaseeeeeee help pls... :( ",
"Blender is too slow\nWindows 10\nProcessor: Intel(R) Core(TM) i7-6700HQ @ 2.60GHz 2.59GHz\nGraphical card: nVidia GeForce CTX 2.11.4.1\n\nBroken: 2.78c (Date: 2017-02-24 14:33)\n\n\nHello\n\nI've just installed Blender and see that it's working very slow. It takes several seconds to highlight the hovered option and replace 3D objects. What could I do?\n\nI've reinstalled Blender and restart my computer but the problem stay. Note that I've installed Blender on my D-drive.\n\nWhat could I do?\n\nThanks in advance",
"blender freezing all the time\nOperating System: Windows 10 Home\nProcessor: intel i7\nGraphics : Integrated Intel® Graphics or\nNVIDIA® GeForce® 920MX Graphics 2 GB\n\n\nBroken: 2.78b\n\nBlender is not working properly from the past 1 week. Whenever i try to perform any operation even as simple as adding a sphere the screen freezes for minimum 3 seconds. It doe not even rotate properly. Every operation performed takes place only after the screen freezes. I tried repairing and uninstalling and installing the software but the error still remains. Please look into it as soon as possible\n\nWell i have no clue how the error even came into the software.\n",
"slow response\nOperating system and graphics card\nwindows 10-64bit-8gb ram- card: gtx 970 4gb vram\nBroken:2.78,slow response 3 seconds delay\nWorked: very slow\n\ni do something like move object and i see proces end 3 second after i do it\n\nits from the start ob blender\n",
"tragic working ! 1FPS !\n** Information System **\nLaptop Lenovo Y700\nWin 10Pro\ni7 6700HQ\nGTX960M 4GB\n4GB DDR IV soon upgraded :)\n\nBroken: 2.78b\nWorked: supposedly (forum info) 2.6?\n\nwork REALLY REALLY SLOW, about ~ 1FPS.\n\nEVERYTIME when I turn Blender with GTX it works ~ 1FPS ... andd, it's funny but When I turn Blender with intel graphic all works fine? ... Even GPUcompute works ?, And render works at is should ...? ...should i care? Who graphic choice blender start?\n\nFactory scene + plane under the cube (size about grid on the ground blender) ... Render time is 11.70s CPU GPU 12.24s\n\nSorry for language, i write fast. Have a nice day!",
"BLENDER IS NOT WORKING IN NVIDIA GRAPHIC\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\n",
"Blender suddenly won't work with my computer\nHP laptop with Windows and graphics card\n\nBlender Version 2.78\n\nI've been using Blender for the better part of a year, but now it won't work properly. It says I need an OpenGL of 2.1 or higher, which my laptop has. My laptop comes with a graphics card, so this shouldn't be an issue. I'm unsure of what do. Any ideas?",
"For no reason Blender 2.78 slowed to a crawl. Uninstalled 2.78 and installed 2.78b. Same problem. May be same as T50693.\nBeen learning Blender for the last 6 month on my laptop with good speed and performance. I have Blender 2.78 on a quad core I-7 with a 3-button mouse. Two days ago, I was doing the “Build a Human Head” tutorial off the Blender.org tutorial page and following along on my computer in 2.78 with no problems. The next day I started up Blender and found it running at a crawl. Even the drop down menus are slow and the mouse highlight takes time to move down. When I use the middle mouse button to rotate it slowly jerks around.\nBlender brings me great joy. Please help me get it back.\nStephen King, [email protected]\n\nSteps I’ve taken to fix the problem:\nUninstalled my current Blender 2.78 with the user preference files.\nInstalled Blender 2.78b. The entire program is still running slow.\nUninstalled Blender, downloaded Blender, and reinstalled 3 more times. Still slow.\nReinstalled Visual C++ 2013 Redistributable Package. No luck.\n\nOne command line error I get at startup:\nAL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender\\2.78\\python\n\nHardware and Software:\nWindows 10.\nIntel Quad core I7.\nNvidia Geforce GTX.\n\nSystem dump text file:\n****\n# Blender 2.78 (sub 0) System Information\n****\n\n\nBlender:\n****\n\nversion: 2.78 (sub 0), branch: master, commit date: 2017-02-08 13:50, hash: 3c04373, type: \nbuild date: Wed 02/08/2017, 07:45 AM\nplatform: Windows\nbinary path: 'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\blender.exe'\nbuild cflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /openmp \nbuild cxxflags: /W3 /w34062 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /DWIN32 /D_WINDOWS /W3 /GR /EHsc /nologo /J /Gd /MP /EHsc /openmp \nbuild linkflags: /MACHINE:X64 /OPT:NOREF /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib /ignore:4049 /ignore:4217 /ignore:4221\nbuild system: CMake\n\nPython:\n****\n\nversion: 3.5.2 (default, Dec 1 2016, 20:58:16) [MSC v.1800 64 bit (AMD64)]\npaths:\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\addons_contrib'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\addons'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\startup'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\modules'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\python35.zip'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\python\\\\DLLs'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\python\\\\lib'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\python'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\python\\\\lib\\\\site-packages'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\freestyle\\\\modules'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\addons\\\\modules'\n\t'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\addons\\\\modules'\n\nPython (External Binary):\n****\n\nbinary path: 'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\python\\\\bin\\\\python.EXE'\nversion: Python 3.5.2\n\nDirectories:\n****\n\nscripts:\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\modules'\n\t'C:\\\\Program Files\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts'\nuser scripts: 'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts'\npref scripts: None\ndatafiles: 'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\datafiles\\\\'\nconfig: 'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\config\\\\'\nscripts : 'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\scripts\\\\'\nautosave: 'C:\\\\Users\\\\This\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.78\\\\autosave\\\\'\ntempdir: 'C:\\\\Users\\\\This\\\\AppData\\\\Local\\\\Temp\\\\blender_a08668\\\\'\n\nFFmpeg:\n****\n\navcodec: '57, 64, 101'\navdevice: '57, 1, 100'\navformat: '57, 56, 100'\navutil: '55, 34, 100'\nswscale: ' 4, 2, 100'\n\nSDL:\n****\n\nVersion: 2.0.4\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n****\n\nOpenColorIO: 1, 0, 8\nOpenImageIO: 1, 7, 8\nOpenShadingLanguage: 1, 7, 5\nOpenVDB: 3, 1, 0\nAlembic: 1, 6, 0\n\nOpenGL:\n****\n\nrenderer:\t'GeForce GTX 950M/PCIe/SSE2'\nvendor:\t\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 376.54'\nextensions:\n\tGL_AMD_multi_draw_indirect\n\tGL_AMD_seamless_cubemap_per_texture\n\tGL_ARB_ES2_compatibility\n\tGL_ARB_ES3_1_compatibility\n\tGL_ARB_ES3_2_compatibility\n\tGL_ARB_ES3_compatibility\n\tGL_ARB_arrays_of_arrays\n\tGL_ARB_base_instance\n\tGL_ARB_bindless_texture\n\tGL_ARB_blend_func_extended\n\tGL_ARB_buffer_storage\n\tGL_ARB_clear_buffer_object\n\tGL_ARB_clear_texture\n\tGL_ARB_clip_control\n\tGL_ARB_color_buffer_float\n\tGL_ARB_compatibility\n\tGL_ARB_compressed_texture_pixel_storage\n\tGL_ARB_compute_shader\n\tGL_ARB_compute_variable_group_size\n\tGL_ARB_conditional_render_inverted\n\tGL_ARB_conservative_depth\n\tGL_ARB_copy_buffer\n\tGL_ARB_copy_image\n\tGL_ARB_cull_distance\n\tGL_ARB_debug_output\n\tGL_ARB_depth_buffer_float\n\tGL_ARB_depth_clamp\n\tGL_ARB_depth_texture\n\tGL_ARB_derivative_control\n\tGL_ARB_direct_state_access\n\tGL_ARB_draw_buffers\n\tGL_ARB_draw_buffers_blend\n\tGL_ARB_draw_elements_base_vertex\n\tGL_ARB_draw_indirect\n\tGL_ARB_draw_instanced\n\tGL_ARB_enhanced_layouts\n\tGL_ARB_explicit_attrib_location\n\tGL_ARB_explicit_uniform_location\n\tGL_ARB_fragment_coord_conventions\n\tGL_ARB_fragment_layer_viewport\n\tGL_ARB_fragment_program\n\tGL_ARB_fragment_program_shadow\n\tGL_ARB_fragment_shader\n\tGL_ARB_framebuffer_no_attachments\n\tGL_ARB_framebuffer_object\n\tGL_ARB_framebuffer_sRGB\n\tGL_ARB_geometry_shader4\n\tGL_ARB_get_program_binary\n\tGL_ARB_get_texture_sub_image\n\tGL_ARB_gl_spirv\n\tGL_ARB_gpu_shader5\n\tGL_ARB_gpu_shader_fp64\n\tGL_ARB_gpu_shader_int64\n\tGL_ARB_half_float_pixel\n\tGL_ARB_half_float_vertex\n\tGL_ARB_imaging\n\tGL_ARB_indirect_parameters\n\tGL_ARB_instanced_arrays\n\tGL_ARB_internalformat_query\n\tGL_ARB_internalformat_query2\n\tGL_ARB_invalidate_subdata\n\tGL_ARB_map_buffer_alignment\n\tGL_ARB_map_buffer_range\n\tGL_ARB_multi_bind\n\tGL_ARB_multi_draw_indirect\n\tGL_ARB_multisample\n\tGL_ARB_multitexture\n\tGL_ARB_occlusion_query\n\tGL_ARB_occlusion_query2\n\tGL_ARB_parallel_shader_compile\n\tGL_ARB_pipeline_statistics_query\n\tGL_ARB_pixel_buffer_object\n\tGL_ARB_point_parameters\n\tGL_ARB_point_sprite\n\tGL_ARB_program_interface_query\n\tGL_ARB_provoking_vertex\n\tGL_ARB_query_buffer_object\n\tGL_ARB_robust_buffer_access_behavior\n\tGL_ARB_robustness\n\tGL_ARB_sample_shading\n\tGL_ARB_sampler_objects\n\tGL_ARB_seamless_cube_map\n\tGL_ARB_seamless_cubemap_per_texture\n\tGL_ARB_separate_shader_objects\n\tGL_ARB_shader_atomic_counter_ops\n\tGL_ARB_shader_atomic_counters\n\tGL_ARB_shader_ballot\n\tGL_ARB_shader_bit_encoding\n\tGL_ARB_shader_clock\n\tGL_ARB_shader_draw_parameters\n\tGL_ARB_shader_group_vote\n\tGL_ARB_shader_image_load_store\n\tGL_ARB_shader_image_size\n\tGL_ARB_shader_objects\n\tGL_ARB_shader_precision\n\tGL_ARB_shader_storage_buffer_object\n\tGL_ARB_shader_subroutine\n\tGL_ARB_shader_texture_image_samples\n\tGL_ARB_shader_texture_lod\n\tGL_ARB_shading_language_100\n\tGL_ARB_shading_language_420pack\n\tGL_ARB_shading_language_include\n\tGL_ARB_shading_language_packing\n\tGL_ARB_shadow\n\tGL_ARB_sparse_buffer\n\tGL_ARB_sparse_texture\n\tGL_ARB_stencil_texturing\n\tGL_ARB_sync\n\tGL_ARB_tessellation_shader\n\tGL_ARB_texture_barrier\n\tGL_ARB_texture_border_clamp\n\tGL_ARB_texture_buffer_object\n\tGL_ARB_texture_buffer_object_rgb32\n\tGL_ARB_texture_buffer_range\n\tGL_ARB_texture_compression\n\tGL_ARB_texture_compression_bptc\n\tGL_ARB_texture_compression_rgtc\n\tGL_ARB_texture_cube_map\n\tGL_ARB_texture_cube_map_array\n\tGL_ARB_texture_env_add\n\tGL_ARB_texture_env_combine\n\tGL_ARB_texture_env_crossbar\n\tGL_ARB_texture_env_dot3\n\tGL_ARB_texture_float\n\tGL_ARB_texture_gather\n\tGL_ARB_texture_mirror_clamp_to_edge\n\tGL_ARB_texture_mirrored_repeat\n\tGL_ARB_texture_multisample\n\tGL_ARB_texture_non_power_of_two\n\tGL_ARB_texture_query_levels\n\tGL_ARB_texture_query_lod\n\tGL_ARB_texture_rectangle\n\tGL_ARB_texture_rg\n\tGL_ARB_texture_rgb10_a2ui\n\tGL_ARB_texture_stencil8\n\tGL_ARB_texture_storage\n\tGL_ARB_texture_storage_multisample\n\tGL_ARB_texture_swizzle\n\tGL_ARB_texture_view\n\tGL_ARB_timer_query\n\tGL_ARB_transform_feedback2\n\tGL_ARB_transform_feedback3\n\tGL_ARB_transform_feedback_instanced\n\tGL_ARB_transform_feedback_overflow_query\n\tGL_ARB_transpose_matrix\n\tGL_ARB_uniform_buffer_object\n\tGL_ARB_vertex_array_bgra\n\tGL_ARB_vertex_array_object\n\tGL_ARB_vertex_attrib_64bit\n\tGL_ARB_vertex_attrib_binding\n\tGL_ARB_vertex_buffer_object\n\tGL_ARB_vertex_program\n\tGL_ARB_vertex_shader\n\tGL_ARB_vertex_type_10f_11f_11f_rev\n\tGL_ARB_vertex_type_2_10_10_10_rev\n\tGL_ARB_viewport_array\n\tGL_ARB_window_pos\n\tGL_ATI_draw_buffers\n\tGL_ATI_texture_float\n\tGL_ATI_texture_mirror_once\n\tGL_EXTX_framebuffer_mixed_formats\n\tGL_EXT_Cg_shader\n\tGL_EXT_abgr\n\tGL_EXT_bgra\n\tGL_EXT_bindable_uniform\n\tGL_EXT_blend_color\n\tGL_EXT_blend_equation_separate\n\tGL_EXT_blend_func_separate\n\tGL_EXT_blend_minmax\n\tGL_EXT_blend_subtract\n\tGL_EXT_compiled_vertex_array\n\tGL_EXT_depth_bounds_test\n\tGL_EXT_direct_state_access\n\tGL_EXT_draw_buffers2\n\tGL_EXT_draw_instanced\n\tGL_EXT_draw_range_elements\n\tGL_EXT_fog_coord\n\tGL_EXT_framebuffer_blit\n\tGL_EXT_framebuffer_multisample\n\tGL_EXT_framebuffer_multisample_blit_scaled\n\tGL_EXT_framebuffer_object\n\tGL_EXT_framebuffer_sRGB\n\tGL_EXT_geometry_shader4\n\tGL_EXT_gpu_program_parameters\n\tGL_EXT_gpu_shader4\n\tGL_EXT_import_sync_object\n\tGL_EXT_multi_draw_arrays\n\tGL_EXT_packed_depth_stencil\n\tGL_EXT_packed_float\n\tGL_EXT_packed_pixels\n\tGL_EXT_pixel_buffer_object\n\tGL_EXT_point_parameters\n\tGL_EXT_polygon_offset_clamp\n\tGL_EXT_provoking_vertex\n\tGL_EXT_rescale_normal\n\tGL_EXT_secondary_color\n\tGL_EXT_separate_shader_objects\n\tGL_EXT_separate_specular_color\n\tGL_EXT_shader_image_load_formatted\n\tGL_EXT_shader_image_load_store\n\tGL_EXT_shader_integer_mix\n\tGL_EXT_shadow_funcs\n\tGL_EXT_stencil_two_side\n\tGL_EXT_stencil_wrap\n\tGL_EXT_texture3D\n\tGL_EXT_texture_array\n\tGL_EXT_texture_buffer_object\n\tGL_EXT_texture_compression_dxt1\n\tGL_EXT_texture_compression_latc\n\tGL_EXT_texture_compression_rgtc\n\tGL_EXT_texture_compression_s3tc\n\tGL_EXT_texture_cube_map\n\tGL_EXT_texture_edge_clamp\n\tGL_EXT_texture_env_add\n\tGL_EXT_texture_env_combine\n\tGL_EXT_texture_env_dot3\n\tGL_EXT_texture_filter_anisotropic\n\tGL_EXT_texture_integer\n\tGL_EXT_texture_lod\n\tGL_EXT_texture_lod_bias\n\tGL_EXT_texture_mirror_clamp\n\tGL_EXT_texture_object\n\tGL_EXT_texture_sRGB\n\tGL_EXT_texture_sRGB_decode\n\tGL_EXT_texture_shared_exponent\n\tGL_EXT_texture_storage\n\tGL_EXT_texture_swizzle\n\tGL_EXT_timer_query\n\tGL_EXT_transform_feedback2\n\tGL_EXT_vertex_array\n\tGL_EXT_vertex_array_bgra\n\tGL_EXT_vertex_attrib_64bit\n\tGL_EXT_window_rectangles\n\tGL_IBM_rasterpos_clip\n\tGL_IBM_texture_mirrored_repeat\n\tGL_KHR_blend_equation_advanced\n\tGL_KHR_blend_equation_advanced_coherent\n\tGL_KHR_context_flush_control\n\tGL_KHR_debug\n\tGL_KHR_no_error\n\tGL_KHR_robust_buffer_access_behavior\n\tGL_KHR_robustness\n\tGL_KTX_buffer_region\n\tGL_NVX_conditional_render\n\tGL_NVX_gpu_memory_info\n\tGL_NVX_multigpu_info\n\tGL_NVX_nvenc_interop\n\tGL_NV_ES1_1_compatibility\n\tGL_NV_ES3_1_compatibility\n\tGL_NV_alpha_to_coverage_dither_control\n\tGL_NV_bindless_multi_draw_indirect\n\tGL_NV_bindless_multi_draw_indirect_count\n\tGL_NV_bindless_texture\n\tGL_NV_blend_equation_advanced\n\tGL_NV_blend_equation_advanced_coherent\n\tGL_NV_blend_square\n\tGL_NV_command_list\n\tGL_NV_compute_program5\n\tGL_NV_conditional_render\n\tGL_NV_copy_depth_to_color\n\tGL_NV_copy_image\n\tGL_NV_depth_buffer_float\n\tGL_NV_depth_clamp\n\tGL_NV_draw_texture\n\tGL_NV_draw_vulkan_image\n\tGL_NV_explicit_multisample\n\tGL_NV_fence\n\tGL_NV_float_buffer\n\tGL_NV_fog_distance\n\tGL_NV_fragment_program\n\tGL_NV_fragment_program2\n\tGL_NV_fragment_program_option\n\tGL_NV_framebuffer_multisample_coverage\n\tGL_NV_geometry_shader4\n\tGL_NV_gpu_program4\n\tGL_NV_gpu_program4_1\n\tGL_NV_gpu_program5\n\tGL_NV_gpu_program5_mem_extended\n\tGL_NV_gpu_program_fp64\n\tGL_NV_gpu_shader5\n\tGL_NV_half_float\n\tGL_NV_internalformat_sample_query\n\tGL_NV_light_max_exponent\n\tGL_NV_multisample_coverage\n\tGL_NV_multisample_filter_hint\n\tGL_NV_occlusion_query\n\tGL_NV_packed_depth_stencil\n\tGL_NV_parameter_buffer_object\n\tGL_NV_parameter_buffer_object2\n\tGL_NV_path_rendering\n\tGL_NV_pixel_data_range\n\tGL_NV_point_sprite\n\tGL_NV_primitive_restart\n\tGL_NV_register_combiners\n\tGL_NV_register_combiners2\n\tGL_NV_shader_atomic_counters\n\tGL_NV_shader_atomic_float\n\tGL_NV_shader_atomic_int64\n\tGL_NV_shader_buffer_load\n\tGL_NV_shader_storage_buffer_object\n\tGL_NV_shader_thread_group\n\tGL_NV_shader_thread_shuffle\n\tGL_NV_texgen_reflection\n\tGL_NV_texture_barrier\n\tGL_NV_texture_compression_vtc\n\tGL_NV_texture_env_combine4\n\tGL_NV_texture_multisample\n\tGL_NV_texture_rectangle\n\tGL_NV_texture_shader\n\tGL_NV_texture_shader2\n\tGL_NV_texture_shader3\n\tGL_NV_transform_feedback\n\tGL_NV_transform_feedback2\n\tGL_NV_uniform_buffer_unified_memory\n\tGL_NV_vertex_array_range\n\tGL_NV_vertex_array_range2\n\tGL_NV_vertex_attrib_integer_64bit\n\tGL_NV_vertex_buffer_unified_memory\n\tGL_NV_vertex_program\n\tGL_NV_vertex_program1_1\n\tGL_NV_vertex_program2\n\tGL_NV_vertex_program2_option\n\tGL_NV_vertex_program3\n\tGL_S3_s3tc\n\tGL_SGIS_generate_mipmap\n\tGL_SGIS_texture_lod\n\tGL_SGIX_depth_texture\n\tGL_SGIX_shadow\n\tGL_SUN_slice_accum\n\tGL_WIN_swap_hint\n\tWGL_EXT_swap_control\n\nImplementation Dependent OpenGL Limits:\n****\n\nMaximum Fixed Function Texture Units:\t4\nMaximum DrawElements Vertices:\t1048576\nMaximum DrawElements Indices:\t1048576\n\nGLSL:\nMaximum Varying Floats:\t124\nMaximum Vertex Attributes:\t16\nMaximum Vertex Uniform Components:\t4096\nMaximum Fragment Uniform Components:\t4096\nMaximum Vertex Image Units:\t32\nMaximum Fragment Image Units:\t32\nMaximum Pipeline Image Units:\t192\n\nCycles:\n****\n\nCPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n\nCUDA device capabilities:\n\tGeForce GTX 950M\n\t\tCU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_BLOCK\t\t\t1024\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_X\t\t\t1024\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Y\t\t\t1024\n\t\tCU_DEVICE_ATTRIBUTE_MAX_BLOCK_DIM_Z\t\t\t64\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_X\t\t\t2147483647\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Y\t\t\t65535\n\t\tCU_DEVICE_ATTRIBUTE_MAX_GRID_DIM_Z\t\t\t65535\n\t\tCU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_BLOCK\t\t\t49152\n\t\tCU_DEVICE_ATTRIBUTE_SHARED_MEMORY_PER_BLOCK\t\t\t49152\n\t\tCU_DEVICE_ATTRIBUTE_TOTAL_CONSTANT_MEMORY\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_WARP_SIZE\t\t\t32\n\t\tCU_DEVICE_ATTRIBUTE_MAX_PITCH\t\t\t2147483647\n\t\tCU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_BLOCK\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_REGISTERS_PER_BLOCK\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_CLOCK_RATE\t\t\t1124000\n\t\tCU_DEVICE_ATTRIBUTE_TEXTURE_ALIGNMENT\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_GPU_OVERLAP\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MULTIPROCESSOR_COUNT\t\t\t5\n\t\tCU_DEVICE_ATTRIBUTE_KERNEL_EXEC_TIMEOUT\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_INTEGRATED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_CAN_MAP_HOST_MEMORY\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_MODE\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_WIDTH\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_WIDTH\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_HEIGHT\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_HEIGHT\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LAYERED_LAYERS\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_HEIGHT\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_ARRAY_NUMSLICES\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_SURFACE_ALIGNMENT\t\t\t512\n\t\tCU_DEVICE_ATTRIBUTE_CONCURRENT_KERNELS\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_ECC_ENABLED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_TCC_DRIVER\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MEMORY_CLOCK_RATE\t\t\t900000\n\t\tCU_DEVICE_ATTRIBUTE_GLOBAL_MEMORY_BUS_WIDTH\t\t\t128\n\t\tCU_DEVICE_ATTRIBUTE_L2_CACHE_SIZE\t\t\t2097152\n\t\tCU_DEVICE_ATTRIBUTE_MAX_THREADS_PER_MULTIPROCESSOR\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_ASYNC_ENGINE_COUNT\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_UNIFIED_ADDRESSING\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LAYERED_LAYERS\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_CAN_TEX2D_GATHER\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_GATHER_HEIGHT\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_WIDTH_ALTERNATE\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_HEIGHT_ALTERNATE\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE3D_DEPTH_ALTERNATE\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_TEXTURE_PITCH_ALIGNMENT\t\t\t32\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURECUBEMAP_LAYERED_LAYERS\t\t\t2046\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_WIDTH\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_HEIGHT\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_WIDTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_HEIGHT\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE3D_DEPTH\t\t\t4096\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE1D_LAYERED_LAYERS\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_HEIGHT\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACE2D_LAYERED_LAYERS\t\t\t2048\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_SURFACECUBEMAP_LAYERED_LAYERS\t\t\t2046\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_LINEAR_WIDTH\t\t\t134217728\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_WIDTH\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_HEIGHT\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_LINEAR_PITCH\t\t\t1048544\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE2D_MIPMAPPED_HEIGHT\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MAJOR\t\t\t5\n\t\tCU_DEVICE_ATTRIBUTE_COMPUTE_CAPABILITY_MINOR\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MAXIMUM_TEXTURE1D_MIPMAPPED_WIDTH\t\t\t16384\n\t\tCU_DEVICE_ATTRIBUTE_STREAM_PRIORITIES_SUPPORTED\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_GLOBAL_L1_CACHE_SUPPORTED\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_LOCAL_L1_CACHE_SUPPORTED\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MAX_SHARED_MEMORY_PER_MULTIPROCESSOR\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MAX_REGISTERS_PER_MULTIPROCESSOR\t\t\t65536\n\t\tCU_DEVICE_ATTRIBUTE_MANAGED_MEMORY\t\t\t1\n\t\tCU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD\t\t\t0\n\t\tCU_DEVICE_ATTRIBUTE_MULTI_GPU_BOARD_GROUP_ID\t\t\t0\n\n\nOpenCL device capabilities:\nNumber of platforms: 2\nPlatform #0\n\tPlatform Name: Intel(R) OpenCL\n\tPlatform Vendor: Intel(R) Corporation\n\tPlatform Version: OpenCL 2.0 \n\tPlatform Profile: FULL_PROFILE\n\tPlatform Extensions: cl_intel_dx9_media_sharing cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_d3d11_sharing cl_khr_depth_images cl_khr_dx9_media_sharing cl_khr_gl_sharing cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_icd cl_khr_image2d_from_buffer cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_spir\n\tNumber of devices: 2\n\t\tDevice: #0\n\t\t\tDevice Name: Intel(R) HD Graphics 530\n\t\t\tDevice Vendor: Intel(R) Corporation\n\t\t\tDevice OpenCL C Version: OpenCL C 2.0 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 2.0 \n\t\t\tDevice Extensions: cl_intel_accelerator cl_intel_advanced_motion_estimation cl_intel_ctz cl_intel_d3d11_nv12_media_sharing cl_intel_dx9_media_sharing cl_intel_motion_estimation cl_intel_simultaneous_sharing cl_intel_subgroups cl_khr_3d_image_writes cl_khr_byte_addressable_store cl_khr_d3d10_sharing cl_khr_d3d11_sharing cl_khr_depth_images cl_khr_dx9_media_sharing cl_khr_fp16 cl_khr_gl_depth_images cl_khr_gl_event cl_khr_gl_msaa_sharing cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_gl_sharing cl_khr_icd cl_khr_image2d_from_buffer cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_mipmap_image cl_khr_mipmap_image_writes cl_khr_spir \n\t\tDevice: #1\n\t\t\tDevice Name: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz\n\t\t\tDevice Vendor: Intel(R) Corporation\n\t\t\tDevice OpenCL C Version: OpenCL C 2.0 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 2.0 (Build 10094)\n\t\t\tDevice Extensions: cl_khr_icd cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_byte_addressable_store cl_khr_depth_images cl_khr_3d_image_writes cl_intel_exec_by_local_thread cl_khr_spir cl_khr_dx9_media_sharing cl_intel_dx9_media_sharing cl_khr_d3d11_sharing cl_khr_gl_sharing cl_khr_fp64 cl_khr_image2d_from_buffer \nPlatform #1\n\tPlatform Name: NVIDIA CUDA\n\tPlatform Vendor: NVIDIA Corporation\n\tPlatform Version: OpenCL 1.2 CUDA 8.0.0\n\tPlatform Profile: FULL_PROFILE\n\tPlatform Extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts\n\tNumber of devices: 1\n\t\tDevice: #0\n\t\t\tDevice Name: GeForce GTX 950M\n\t\t\tDevice Vendor: NVIDIA Corporation\n\t\t\tDevice OpenCL C Version: OpenCL C 1.2 \n\t\t\tDevice Profile: FULL_PROFILE\n\t\t\tDevice Version: OpenCL 1.2 CUDA\n\t\t\tDevice Extensions: cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_fp64 cl_khr_byte_addressable_store cl_khr_icd cl_khr_gl_sharing cl_nv_compiler_options cl_nv_device_attribute_query cl_nv_pragma_unroll cl_nv_d3d10_sharing cl_khr_d3d10_sharing cl_nv_d3d11_sharing cl_nv_copy_opts\n",
"immense lag\nHi,\n\nI downloaded blender version 2.78b, and I am facing a major issue. When I opened up the start up page, the page opens in seconds, but soon following every action there after is extremely laggy. \n\nIt took a few seconds or more to do small things. An example being when the start up page was open it took a few seconds each time I attempted to highlight over each individual previous project under the recent column. Additionally, it took a few seconds or more to move and look around the 3D view port following each action. \n\nI experience this lag in every interface in blender including the user preferences page, and this immense lag causes blender to be temporarily unusable for me at the moment. \n\nI attempted to change the computing device from my PC to my GeForce GTX 980M graphics card, and I still am suffering from the same issue. I also tried reducing the settings in user preferences, and that too did not fix the problem. \n\nI also attempted uninstalling and re-downloading blender again, but this also didn't help. I downloaded both the blender version 2.78b for Windows 64 bit installer (.msi) version, and the zip file. In both files I experienced the same problem. \n\nI also tried uninstalling these versions and rerunning a previous version of blender (blender window version 2.77a) and I also experienced this lag. This surprised me because a few days before I was using blender 2.78a and it was running very smoothly (I had been modeling an intermediate jet model to test different methods of texture painting). I also used blender version 2.77a a few months in the past and it was running very smoothly. In the past I have done intermediate to advanced composting, modeling, rendering, etc. and never had an issue on this computer.\n\nI've been using blender for about a year and a half now, and this is the first major bug that I've encountered. I love the program, and I appreciate all of the hard work that you guys have put into creating this wonderful program. Any help you could provide would be much appreciated.\n\nThanks from,\n\nAn avid blender user\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\n",
"Windows10 breaks NVidia GPUs drivers after recent update - makes Blender UI very slow\nWindow 10 \nIntel Core i7-4700MQ\nBlender 2.78\n\nRecently, starting up Blender has caused serious lag issues within the app, having worked fine previously in the day. Doing anything from opening a menu or rotating the view takes multiple seconds before it responds. ",
"Blender suddenly slow\nI just opened Blender to make a quick triangle model for my game, but all of a sudden everything's extremely laggy and slow. I don't remember doing anything differently this time or changing anything since the last time I used it, any suggestions?\n\nP.S. I'm not really sure if this is the correct way to use \"tasks\", I literally just made this account to get this question answered.",
"pressing pgup or pgdn in any scrollable area irreversably alters scrolling speed\nOperating system and graphics card: multiple systems, Linux Mint and Windows 7\n\nBroken: 2.78a, 2.74\nWorked: unknown\n\npressing Page Up or Page Down in any scrollable area causes the scroll wheel to mimic the key pressed in place of its usual behavior. This lasts either until blender is closed and reopened, or until I start a new project, depending on the system configuration. \n\nopen test1.blend (just the default cube)\nopen the User Preferences window, click on Add-ons tab\nwith the mouse inside this scrollable area, press and release Page Down\nscroll up and down and observe the difference in scrolling speed\nthe additional files were saved after exhibiting this behavior on two different systems in various configurations\n\n[test1.blend](test1.blend)\n\n[test2.blend](test2.blend)\n\n[test3.blend](test3.blend)\n\n[test4.blend](test4.blend)\n\n[test5.blend](test5.blend)\n",
"Blender 2.71-2.7x Laggy Interface/Poor Performance\nI have a windows computer\nMy processor is an Intel (R) Core (TM) i74710HQ CPU @ 2.50GHz\nI have 16 GB of ram and Nvidia GEFORCE GTX 870M\n\nBroken: Blender 2.74-2.7x\nWorked: Blender 2.70\n\n\n\n\n\n\n\nI am a Minecraft GFX Designer and when I started to use blender 2.78, everything was working perfectly fine. Running smooth and works well. Then, I heard of Timy's rig that allows me to do Minecraft GFX and I found out that blender 2.78 does not work. I went to the old downloads website and downloaded blender 2.70. Later, the version was too old for some addons that I needed and then when I downloaded blender 2.75, everything was laggy. There were just 5 seconds delays. I found a solution by right-clicking blender and run with integrated graphics. Which seems to have fixed the problem but it is still laggy. I tried almost everything I can do to fix this issue and it does not look like that many people are experiencing the same issue that I am facing. I uninstalled the program and installed it countless times. Restarting my PC does nothing. \n\nI just start up my blender and it lags as heck.\n\n\nPLEASE HELP ME!!!"
] |
Weird graphics error on the UI
Operating system: MacOS 10.15.5
Graphics card: Intel UHD Graphics 630 1536 MB (internal)
Broken: version: 2.90.0 Alpha, branch: master, commit date: 2020-06-27 21:56, hash: 59d2dd2237ce, type: Release
build date: 2020-06-27, 23:05:47
platform: Darwin
Worked: Any 2.9 build before that. (can't find the number)
[Screen Recording 2020-06-28 at 13.11.11.mov](Screen_Recording_2020-06-28_at_13.11.11.mov)
Open blender, hover or click on anything on the right sidebar | [
"Python segfault or incorrect select_set()\nOperating system: MacOS 12.01\nGraphics card: Intel MacBook Pro\n\nBroken: 2.83.9, 3.0.0 and 3.1.0 Alpha\n\nSegmentation Fault happens or select_set is applied to the wrong object.\n\n\n- Based on the default startup file\n- Run the code provided below (two Font objects will be created)\n- Select all objects\n- Run this code again\n\n```\nlines=12, lang=py\nimport bpy\n\nfor n in bpy.data.objects:\n try:\n l = n['clearable']\n except:\n print(\"no clear\")\n else:\n print(\"deleting\", n.name)\n n.select_set(True)\n bpy.ops.object.delete() \n\n# add text\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\nfont_obj['clearable'] = True\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n```",
"Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n\n\n\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"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",
"Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n\n\n\nLoad the attached .blend file and switch the view to rendered.\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```",
"Textures messed up when rendering with Cycles HIP on AMD Radeon RX 7900 XTX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (I'm actually using Windows 11 22H2 22621.1265 by winver)\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.2.230217\nCPU: AMD Ryzen 9 7950X\n\nBroken: version: 3.4.1\nWorked: None. I've tried *3.3* (GPU rendering is not working, blender said like a HIP binary is missing, sorry I forgot the details), *3.4.1* (GPU rendering is working, but has this issue) and today's *3.5.0 beta v35.83f28793c0b3* (same as 3.4.1)\n\nWith Cycles HIP, when rendering a basic scene (any mesh, simple Principled material with 1 albedo and 1 normal map) on an AMD Radeon RX 7900 XTX, the rendered result is totally wrong: either 1) the mesh appears that it's wrongly colored by the normal map, the albedo is missing, or 2) has no normal maps, only base color is showed.\n\nHere's a scene I made, rendered with CPU (same result on a RTX 2060 Super GPU):\n\n\n\nHere's one possible GPU rendered result (missing albedo, case 1 above):\n\n\n\nHere's another possible result (missing normal map, case 2 above):\n\n\n\nBoth of the 2 cases above are possible, and may change to the other each time you start rendering.\n\nThis issue also happens when environment texture (HDRI) is used. Simply put: it seems to me that only one \"randomly chosen\" texture can be handled at a time, and all other textures in the scene are replaced by that.\n\nTurning off Smart Access Memory does not help.\n\nOn a computer with RX 7900 XTX, and with blender Cycles Render Devices > 7900XTX ticked:\n\n1. Open [project.blend](attachment)\n2. Press F12 to render the scene\n\n---\n\nWith regards,\nOasin\n\n",
"Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n",
"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",
"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",
"GPUOffScreen example give strange \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.2\n\n\n\n1. copy the code from here gpu.html#rendering-the-3d-view-into-a-texture\n2. run it \n\n",
"Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n",
"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.",
"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)"
] | [
"Drawing artifacts in the Blender UI on macOS\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-14.6.18\nIntel UHD Graphics 630 1536 MB (internal) @gzag\nIntel(R) Iris(TM) Plus Graphics 655 @chr.schmitz\nIntel(R) HD Graphics 615 @skororu\n\n\nBroken: version: 2.90.0 Alpha\n\nDrawing artifacts in the Blender UI.\n\nLaunch Blender on macOS\n\n[blender_fun_macos.mov](blender_fun_macos.mov)\n",
"Current builds of Blender 2.9 have severe graphics glitches on macOS\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-14.6.18\n\nBroken: version: 2.90.0 Alpha\nWorked: (newest version of Blender that worked as expected):\n* 2.83.1 LTS.\n* 2.9 worked fine until a few weeks ago but I sadly can't say which build was the first one to break as I hadn't updated in a while. When I did so a couple of days ago the problem showed up for the first time.\n\nThe image should say it all. Moving the cursor causes the glitches to change – probably due to hover states updating the interface.\n\n\nProblems occur right after starting the application.\n\n",
"Blender user interface completely broken on mac (2.90 alpha)\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-14.6.18\n\nBroken: version: 2.90.0 Alpha\n\nThe blender interface is completely broken. Menus are transparents and overlapping, elements are distorted and all over the place.\nSee screenshot attached for a sample of the problem.\n\nDownload blender 2.90 alpha build\nOpen blender, the interface is broken.\n\n"
] |
Texture paint Bleed size not consistent in Blender 2.8 / 2.81
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65
Broken: version: 2.80 (sub 75)
Worked: (optional)
* Texture paint Bleed size not consistent in Blender 2.8 / 2.81
* After switch back and test at 2.79, everything work fine
* Not sure what problem, i just mark seam and unwrap
* But only finger and toe got problem
**Attachment**
* 2.8

* 2.79

* Hand UV
 | [
"Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.",
"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",
"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.",
"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)",
"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 ",
"Textures mapped on UVs with very high location values appear emissive when rendering on CPU\nTextures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. \n\n### Original Report\n\nOperating system: macOS Monterey 12.4\nGraphics card: Apple M1 Max\n\nBroken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17\nWorked: Cannot find a version in which it works.\n[system-info.txt](system-info.txt)\n\n**Background**\n\nI'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.\n\n**The Bug**\n\nWhen a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.\n\n**In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.\nExample 1:\nGPU ONLY  CPU \nExample 2:\nGPU ONLY  CPU \nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU \nExample 4, blender 3.3.0 2022-07-17:\nGPU  CPU  Replaced problem faces with 100% white diffuse material \n\n**When rendering to file**, I have seen two cases:\n - The image looks like in the viewport while rendering, but when finishing the render the image becomes black.\n - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. \n\n**Desired behavior:**\nThe result from pure GPU rendering is the desired behavior.\n\nOpen attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.\n[bug-textures.blend](bug-textures.blend)",
"Polishing the Painting Experience\nThere are a few tasks that would enhance the texture painting pipeline that could be prioritized before advanced features like layered textures is even considered.\n\n## Existing Painting System\n\n### Small Tasks (e.g., bug fixing)\n- [ ] Graphics Tablet Lag when in Texture Paint mode in Blender 3.0 #93796\n- [ ] Undo bugs\n - [ ] Undo eliminates brush texture #88592\n - [ ] Texture paint undo can changes texture slot #62520\n - [ ] Texture Paint mode tools swap when exiting maximized area #98014\n- [ ] Color space support for texture painting #95797\n- [ ] Sync Image Sequence options (Frames, Start Frame, Offset, Cyclic, Auto Refresh) #109769\n- [ ] Texture paint: Bleedind around thin cuts do not fill texture #106066\n- [ ] Add support for \"Channels\" to the Images & Color Attributes #108404\n- [ ] 8/16 bit textures have different strength behavior (premultiplied problems) #101436\n- [ ] UDIM bugs [need report]\n- [ ] 3D mirroring in Image Editor\n- [ ] Other bugs (by Daniel Bystedt) [need report]\n\n### Bigger Tasks (e.g., re-designs) - need design\n- [ ] Image syncing between Editors via active image canvas #103636\n- [ ] Multi-object painting\n- [ ] Multi-object uv editing\n- [ ] Support \"viewport\" face sets in Image Editor\n- [ ] Square brush\n\n## 3D Brush\n\nRelated to #96225\n\n### 3D brush vital\n- [ ] Color sampling\n- [ ] Erase blend mode\n- [ ] Affect only visible (Show/Hide)\n- [ ] Affect Alpha option\n- [ ] Masking\n- [ ] (2D) Fill operation\n\n### 3D brush additional\n- [ ] Feature parity\n - [ ] Blur & Smear brushes\n - [ ] Clone brush\n - [ ] Sync masks and edit mode selection\n - [ ] Paint modified geometry instead of base mesh\n - [ ] Missing brush settings\n - [ ] Stencil masking\n- [ ] Image editor syncing\n- [ ] Dedicated paint mode\n- [ ] Performance\n\n",
"Quick edit image buffer is saved as 8bit image\n%%%--- Operating System, Graphics card ---\nNvidia 750gtx, Windows7 64\n\n - Blender version with error, and version that worked ---\n2.66\n\n - Short description of error ---\nWhen painting textures it is common to export the current camera buffer to an editing applicationn and bring bacvk adn reapply as project in Blender and other apps. Blender provides this functionality as \"quick edit\" in the texture painting panel. It is all great however the buffer seems to be saved as 8bit which renders the integrity of an highbit (16/32) images. I believe that the quick edit buffer bit depth should be saved as the original image bit depth. As of right now the fidelity of an high bit image is compromised with 8 bit image buffers.\n\nI use Photoshop for image editing so this is not an image editing app mistake, as in that would be with Gimp since it has no support for anything else besode 8bit images.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nAdd a 32 bit image to your model for texture painting\nopen texturing mode\nclick quick edit on the texturing pane\nIt should open up your editing application for quick painting.\n\nYou can also try the blend file I attached.\n\n%%%",
"Texture Paint tools lead to incorrect colors on bright HDR textures in 3D\nOperating system: Linux-5.12.0-19.1-liquorix-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.40.0, 5.12.0-19.1-liquorix-amd64, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 2.93.0\nBroken: version: 3.0.0 Alpha\nWorked: N/A\n\nI am trying to touch up an HDR lightmap using the Texture Paint mode.\nAttempting to soften, smear or clone HDR images in 3D view in Texture Paint mode will lead to pixel values being clamped up to 1.0, unexpectedly removing bright spots. 2D view is not affected and the tools behave as expected. See video:\n[blendertexpaint.mp4](blendertexpaint.mp4)\n\nI have found that this line is responsible for this issue. Commenting it out fixes the problem.\nimageprocess.c#l219\nLine 219: `clamp_v4(outF, 0.0f, 1.0f);`\n\nI am unsure about the purpose of this line, or any unintended consequences of removing it. Someone else needs to take a look.\n\n1. Assign an HDR texture to an object's material.\n2. Enter Texture Paint mode\n3. Attempt to use the Soften, Smear or Clone tools to edit the texture in 3D view, in spots where the value of a pixel's R, G or B component is greater than 1.0\n4. The bright spots will unexpectedly become dark as they are touched by the tools.\n[Sample.blend](Sample.blend)\n\n",
"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",
"Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n\nCUDA Only - Fine:\n\nCPU + CUDA - Bugs out:\n\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.",
"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",
"GPencil: Strokes with texture & round caps have distorted extremities\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Alpha\n\nStrokes with a material of line type 'Line', a texture & round caps have distorted extremities.\n\n\n- Open file and see how the start & end of the drawn strokes are distorted.\n[round caps bug.blend](round_caps_bug.blend)\n\n",
"GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n",
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn."
] | [
"Texture paint Bleed does not work with high poly meshes (regression)\nOperating system: win10\nGraphics card: intel UHD\n\nBroken: 2.83 but same in 2.81a\nWorked: 2.79b\n\nHi,\ntexture bleeding during painting does not work on large models (apparently), I don't know what is the limit but with 4 millions tris the issue is here.\nReducing the mesh seems to solve the issue. It is not a solution of course but it can help to understand what appends, \n\nHere some screenshots showing the problem:\n\n\n\n\n\n - Create a single scene with an heavy object (subdivided sphere with splitted uv for example)\n - Paint on it.\n\nor:\n - Open attached file\n - In the object try to paint on the line that delimits the edges of the uv islands\n\nEven increasing the bleed to 8px that line doesn’t disappear\n[test_bleed.blend](test_bleed.blend)"
] |
Crash when using geonodes viewer in hair sculpt mode
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40
Broken: version:
3.6.0
3.6.1 Release Candidate
Worked:
3.4.1
Attaching a viewer node to the "curve to mesh" node causes a crash when the 3d viewport is in sculpt mode for hair curves and hair curves exist.
Performed on Default blender file
1. Enter Geometry Nodes Tab
2. Add empty hair curve
3. Add "curve to mesh node" to geometry nodes setup
4. Connect Geometry to "curve to mesh" node
5. Attach Viewer Node to "Curve to mesh" node
6. Enter Sculpt Mode
7. Attempt to add hair using Add hair tool or Density tool
Alternatively, move the viewer node step to the end, after adding hair. Blender will crash as soon as the viewer is enabled.
| [
"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",
"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",
"New Curves data block\nThis is a follow up task based on discussions we had about #94193.\n\nCurrently, the curve object contains three distinct object types: curves, surfaces and text. We want to split those up into separate types, because there is no real reason for why they are combined into a single type. \nThis task focuses on introducing a new `Curves` data type which we will also need for hair and geometry nodes processing of curves.\n\nInitial steps:\n* - [x] Rename existing (experimental) `Hair` data block to `Curves`. In the ui it will be called `Hair Curves` for now to distinguish it from the old curve type. \n* - [x] Decide on and implement exact data structure used for curves.\n * Should be stored compactly in continuous arrays.\n * Should support arbitrary attributes on points and splines.\n * Ideally, the actual curve data structure is embedded into the `Curves` data block as a separate struct, so that the same struct could e.g. be used for grease pencil.\n* - [x] Refactor geometry nodes to use the `Curves` data block instead of `CurveEval`. (#95443)\n* - [x] Remove the runtime-only `CurveEval` data structure added for geometry nodes.\n* - [ ] Render geometry nodes curves as with the new type in Cycles and Eevee (#96455)\n* - [x] Curves sculpt mode that is mostly focused on hair use cases\n* - [ ] Curves edit mode, similar to existing curve edit mode\n\nFurther in the future:\n* - [ ] Add existing necessary features from the legacy curve object (features like shape keys may add complexity)\n* - [ ] Use versioning to convert legacy curve objects to the new curves object\n* - [ ] Add support for simulations through a generic simulation system involving geometry nodes\n* - [ ] Use versioning to convert hair particle systems to the new curves object\n\n",
"crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n",
"Crash 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)",
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n\n\n\n\n\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n",
"The viewport grid is visible over the curves hair \nOperating system: Linux-5.15.14-1-lts-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.3.0 Beta\n\nThe viewport grid is visible over the curves hair with cycles render engine.\n\nWith cycles > Press render preview on the viewport.\n[grid_cycles_and_hair_bug.blend](grid_cycles_and_hair_bug.blend)\n\n{[F13429852](image.png) size=full}",
"Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)",
"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",
"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: 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",
"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",
"Hair display error in blender 3.0.1\nHello, when I add new hair in the Particle Edit mode. Then the hair does not come from the mesh itself, but as if it weighs above it. What's the problem, maybe I'm doing something wrong?\n\n{[F12865495](Безымянный.png)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.148202 Core Profile Context 21.3.1 27.20.15003.1004\n\nBroken: version: 3.0.1\n\n\n\n",
"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",
"Overlay in Curve Sculpt mode to display the actual editable geometry (e.g. guide curves)\nAs we are moving along with developing the grooming feature set and adding more native procedural operations to edit hair, it gets more important to have visual feedback on what is the actual geometry that can be sculpted in sculpt mode.\n\nThe solution is to add a viewport overlay displaying the curves that are used for the interaction with the scultping tools.\n\nOpen questions are:\n- Where is that overlay toggled?\n- How exactly does this overlay look like/is drawn?"
] | [
"Assert: Curve sculpt mode, Viewer node and Curve to Mesh\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n*Assert in debug build in current master*\n\n\nAssert caused by trying to see curve as mesh in curve sculpt mode\n\n1. Random hair curves.\n2. Create geometry nodes on that object.\n3. In geometry nodes:\n 1. Viewer node for input geometry\n 2. Curve to Mesh node on link betwean `Group Input` and `Viewer` nodes.\n4. Go to Sculpt mode for selecter hair curves"
] |
One pixel output when sending a value through a node group into a mix node.
{[F11793765](setup.png)}Operating system: Windows 10
CPU: Ryzen 7 3700x
Graphics card: RTX 2070 SUPER
Broken: 2.93.4, b720503lcec4, master, 2021-08-31
Worked: Unsure if it ever did. I'm fairly new.
Mix node with the exact same set up produces a one pixel result merely by grouping value nodes.
1. In the compositor; I have a subtract node plugged into a divide node, the values are irrelevant but I'm subtracting x value input by negative 100 then dividing by 100.
2. The divide node is plugged into either socket of the mix node, the other mix value is irrelevantt but I have it set at white. When this mix node is viewed a full image is displayed.
3. Duplicate the three nodes, but group the subtract and divide nodes and the new mix node outputs a single pixel.
KNOWN ISSUE: T48297 - The problem is the "Buffer Groups" option. Untoggling is a work around but now none of the groups are buffered solely for one value to work. | [
"Adding Node Group inputs unhides newly added inputs on nodes with hidden node sockets\nBroken: version: 3.0\nWorked: never\n\nWhen using multiple group inputs in one GN node tree, and hiding unused node sockets to keep the tree visually clean, adding a new input socket into Group Input node will make this new socket appear in all existing Group Input nodes which are set to hide unused node sockets, so the user has to go through all of them and cycle the \"hide unused node socket\" toggle to properly hide the unused node sockets again.\n\n- Open .blend file\n- Hide unused sockets of any one Group Input node ({nav Nodes > Toggle Hidden node Sockets})\n# Add a new input socket from sidebar.\nResult: The newly added input has appeared on all instances of Group Input node, despite not being used on them and the nodes being set to \"hide unused node sockets\".\nExpected: Newly added input to a Group Input node will not appear on nodes with \"hide unused node sockets\" enabled, because it is unused on them.\n\nTest File:\n[#94413.blend](T94413.blend)\n[2021-12-27 14-29-03.mp4](2021-12-27_14-29-03.mp4)\n",
"Subtype for input value nodes\n\nThe user may be at a loss when entering a rotation radians value into some built-in node, copies it into the input value node, and now these are degrees.\nThe explicit way of specifying the sub type must be an option for all value input nodes that it can have.\nThe type list option should be available in the N-Panel so as not to clutter up the node space.\n\n",
"Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n",
"Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)",
"Mesh calc_smooth_groups(use_bitflags=True) issue\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2070S\n\nBroken: 3.0.0\nWorked: \n\nIf use_bitflags is True calc_smooth_groups returns only 1 smoothing group for opposingly facing faces when they share a vertex, see attachment. \n[flip.blend](flip.blend)\nIf use_bitflags is False calc_smooth_groups returns 2 smoothing groups in this case which is fine.\nIf use_bitflags is True and the 2 faces share an edge it returns 2 smoothing groups which is also fine.\n\nbpy.data.collections- [x].objects- [x].to_mesh().calc_smooth_groups(use_bitflags=True)\nreturns ((1, 1), 1) instead of ((1,2), 2)",
"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)",
"Copy and Pasted framed nodes jitter around when grab and drag\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0\nWorked: N/A\n\n\nWhen copy pasting framed nodes with Ctrl + C then Ctrl + V, then G to move by mouse, many nodes appeared to be jittering for unknown reasons.\n\nThis behaviour doesn't exist when G to move existing framed nodes or when duplicating via Ctrl + D.\n\n(the video compared the behaviour \"ctrl + c / ctrl + v / g to drag\" with \"ctrl + d drag\")\n\n[blender_1n2MKEk5wo.mp4](blender_1n2MKEk5wo.mp4)\n\nThis is important because I have a reasonable doubt that copy pasting framed nodes from 1 node graph to another will sometimes erroneously create invalid socket link due to this jitter. This larger problem is very difficult to reproduce, BUT here is a case where I believe such behaviour result in a \"2 link in 1 socket\" invalid setup (when grab them over other frame nodes).\n\n\n\n- Download the blend,\n- Use Select Box to select the Frame and all nodes inside,\n- use {key Ctrl C} then {key Ctrl V} to duplicate framed nodes in GN view,\n- {key G} to move nodes to see the then swimming.\nTry varying the Zoom if the problem is not noticed.\n\nNOTE: The problem is more noticeable by setting the `Noodle Curving` in Theme to 0\n\n[frame-group-jitter.blend](frame-group-jitter.blend)\n",
"Shader 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",
"EEVEE image sequence frame offset not working [in multiple image texture nodes having the same image datablock]\nOperating system: WIN 10\nGraphics card: RTX 2070\n\nBroken: 2.81 date 2019-09-08\nWorked: none\n\nif I use one video texture in different materials, I only change the frame offset of the texture node\n- CYCLES: work as expected ( image is offset in time)\n- EEVEE: all materials use the same frame of the video texture\n\n\n\n\n\n[test_offset_blender-02.zip](test_offset_blender-02.zip)\n\n\nset viewport to \"rendered\" mode. just switch from EEVEE to CYCLES to see the difference (the number displayed on the texture is the frame number of the texture)",
"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",
"The 'Vector Rotate' node's 'Angle' input is displayed in degrees but uses radians when something is plugged into 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 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: -\n\n\nIf I don't have anything plugged into the 'Angle' input of the 'Vector Rotate' node I can set the 'Angle' value to be a number in degrees and the vector will be rotated by that many degrees, e.g. set it to 45 and it will rotate the vector 45 degrees. If I plug a 'Value' node set to the same value, e.g. 45, into the 'Angle' input, it will instead use Radians for the rotation and a 'Math' node set to 'To Radians' is needed between the two nodes to get the same result.\n\nThe expected result (to me) is that plugging in a 'Value' node set to 45 will result in a 45 degree rotation.\n\n\n\n\n[Vector rotate angle bug.blend](Vector_rotate_angle_bug.blend)\n\n1. Open the attached blend file.\n2. Change to rendered shading mode.\n3. Disable or remove the 'To Radians' node to see the incorrect rotation.\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)",
"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",
"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)",
"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"
] | [
"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"
] |
Crash on collection layer visibility toggle
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11
Broken: version: 2.92.0
Blender crashes when changing collection layer visibility. Tried 2.91, 2.93 beta, factory defaults, upgraded Nvidia drivers to the latest (clean installation) - nothing have changed.
Can't reproduce with simple scene with the cube - it works ok. But with complex scenes the problem appears.
1. Exclude from view layer the collection cam.lights.001
2. Include it back
3. Crash
PS: when the crashes happens in the task manager I see some peak in the GPU graph (see the attachment).
[crash.test.blend](crash.test.blend)

[crash.test.crash.txt](crash.test.crash.txt) | [
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n \n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)",
"Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n\n\n\n\nThank you for your time and hard work.\n\n\n\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"depsgraph.object_instances does not respect collection visibility\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.80 release\n\nCollection visibility (Hide in Viewport) does not affect object appearance in `depsgraph.object_instances`.\nWhile hiding objects individually or excluding collection from view layer or Disable in Viewports does hide them from `depsgraph.object_instances`.\n\nIn 2.80 release collection visibility did affect `depsgraph.object_instances`.\n\n\n - Open attached blend file: [dep_visibility.blend](dep_visibility.blend)\n - Run the script > console output lists all three objects.\n - Use collection `Hide in Viewport` visibility options and run script > console output has the same objects regardless of collection visibility state.\n - Use `Hide in Viewport` on an individual object > console output remose this individual object\n",
"modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n",
"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",
"Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n",
"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",
"Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n",
"Blender 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",
"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",
"Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\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"
] | [
"Collection Instance Crash when instancing collections with disabled subcollections\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.93.0 Alpha\nWorked: never (tested 2.80)\n\nBlender (sometimes (see below)) crashes when trying to create a collection instance of a collection that contains a disabled collection\n\nBased on default startup:\n1. create a subcollection to Collection\n2. disable it with \"Exclude from View Layer\" (the checkmark)\n3. (you can also enable it again here! Very unexpected!)\n4. create a new Collection Instance of \"Collection\"\n5. crash\nNow vary the procedure and get no crash:\n1. create a subcollection to Collection\n2. create a new Collection Instance of \"Collection\"\n3. no crash\n4. disable it with \"Exclude from View Layer\"\n5. (you can also enable it again here! Very unexpected!)\n6. create a new Collection Instance of \"Collection\"\n7. still no crash\n\n"
] |
Mantaflow change origin fail
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92
Broken: version: 2.83 (sub 15)
If you change the origin of a mantaflow fluid domain, subsequent runs will misplace fluid geometry
Create manaflow sim with an inflow object. Run simulation, everything works.
Move the mantaflow fluid domain's origin. Run simulation, inflow object is now offset even after rebake.[mantaflow change origin fail.blend](mantaflow_change_origin_fail.blend)
| [
"Proportional edit influence radius marker for Grease Pencil object is misplaced\nOperating system: macOS Catalina 10.15.7\nGraphics card: Radeon Pro 560 4 GB\n\nBroken: 2.92.0, 02948a2cab44, master, 2021-02-24 16:25\n\nAlso tried with 2.93.0 and the erroneous behavior is still there.\n\n[proportional-edit-bug.blend](proportional-edit-bug.blend)\n\nSteps to reproduce the error:\n1. Open the attached .blend file.\n1. Select the (only) GPencil object and go into edit mode.\n1. Enable proportional editing.\n1. Grab one point of the grease pencil curve and start moving it.\n1. Observe the influence radius marker being drawn at the object's origin point, instead of the current selection's median point.\n\n",
"Quadriflow Remesh: Undoing the next operator also resets the mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.4\n\nUndoing the operation after the remesh also undoes the remesh.\n\n- Quadriflow remesh the default cube\n- Execute any other operator (switch to edit mode, add curve, etc..)\n- Undo\n\nThe mesh will reset to its state before the remesh.\n\n",
"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.",
"Mantaflow simulation is asymmetric even without the influence of any force\nRunning a Mantaflow smoke simulation with a symmetric flow object and no external forces or internal turbulence will produce a readily noticeable asymmetry that looks like a wind force being applied.\n\nAs can be seen, the smoke is biased in the positive direction and the velocity visualizations shows the direction to be intrinsic to the simulation.\n\n\n\n\n\n- Delete everything except the default cube.\n- Add quick smoke to a the default cube.\n- Run the simulation.",
"Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n",
"VSE: Overlap during handle transform fails\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nOverlap during handle transform fails:\n{[F11318256](overlap_fail.gif), size=full}\n\nEx.\n- Import a bunch of images.\n- Select the strip. \n- Separate the images(y)\n- Select all strips.\n- Select the right handle.\n- Hit G to transform.\n- Make the strips overlap in both Overwrite and Extend.\nThe result it that it is shuffling, where it was expected to Overwrite or Extend.\n\n**Slideshow**\nAn example of where the Extend in the same channel would be useful is when making slideshows, where the steps from above and Extend in the end should allow users to batch extend all strips in one go. Combined with this patch: [D10207](D10207) slideshows would be much easier to do. \n\n",
"Modifying Basis shape key .co via script in Object mode desyncs from mesh vertices causing new from_mix=False shape keys to revert script changes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: 2.79.0, 2.80.75, 2.93.7, 3.0.0, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: 173a15bcda) (I have not tested any versions older than 2.79.0)\nWorked:\n\nModifying the Basis shape key of a mesh via script in Object mode does not update the mesh vertices to match the changes to the Basis shape key.\nWhen creating a new shape key with `from_mix=False`, the newly created shape key matches the positions of the mesh vertices instead of the Basis shape key, making the new shape key effectively undo the modifications via script.\nThis is confusing because there is no way to tell through the UI that the mesh vertices and Basis shape key have become desynchronised due to a script.\nFixing the desynchronised state is at least fairly simple, going into Edit mode and back out to Object mode will cause the mesh vertices to update to match the basis shape key, fixing the desync (of course, the script could also be modified to propagate the changes to the mesh vertices too).\nI'm unsure if the issue here should be considered the desync between basis shape key and mesh vertices, the behaviour of creating new shape keys with `from_mix=False` or a fault with the script for not also updating the mesh vertices, causing the desync in the first place.\n\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Add a new shape key to the default Cube with `from_mix=False` (either the UI, the operator used by the UI or the shape_key_add method of the Cube Object)\n- The newly created shape key will match the original cube shape instead of the basis shape key shape, so when activated (value -> 1.0) it will revert the mesh's shape back to the original cube shape\nAlternative steps to reproduce only the desync without creating a new shape key with `from_mix=False`:\n- Add a shape key to the default Cube so that the Cube now has a Basis shape key\n- Modify any of the .co of the Basis shape key's .data while remaining in Object mode by using a script or the Python console, e.g. `bpy.context.object.data.shape_keys.reference_key.data- [x].co.x += 1`\n- Remove the basis shape key from the Cube such that it no longer has any shape keys, the mesh will revert back to the original cube shape when doing so\n - If you were to instead go into Edit mode and back out to Object mode before removing the Basis shape key (thus fixing the desync), the Cube will remain in the shape of the Basis shape key when the Basis shape key is removed.\n\nModifying the Basis shape's .co via foreach_set('co', my_co_array) has the same issues, but note that it does not update the visuals of the cube in the 3D view immediately so it can appear as if it has done nothing until something else causes the visuals to update e.g.\n```me = bpy.context.object.data\nme.shape_keys.reference_key.data.foreach_set('co', [0,] * 3 * len(me.vertices))```\n\nIn both of these sets of steps, you can instead modify the .co of the mesh vertices to achieve the same issue, but with a reversed effect.\n\n----\nIf you select the default Cube as the active object, the following script will run through the first set of reproduction steps, creating shape keys with both `from_mix=True` and `from_mix=False` and printing whether they match the basis and if not, printing whether they instead match the mesh vertices:\n```import bpy\n\ndef cos_equal(shape_data_or_vertices1, shape_data_or_vertices2):\n```\n for data1, data2 in zip(shape_data_or_vertices1, shape_data_or_vertices2):\n if data1.co != data2.co:\n return False\n return True\n \n```\n\ncube = bpy.context.object\nme = cube.data\n\n# Remove all shape keys if the script has been run previously\nif me.shape_keys:\n```\n bpy.ops.object.shape_key_remove(all=True)\n```\n\nprint(\"\\nTesting shape keys in {}:\".format(bpy.app.version))\n\nbasis_shape = cube.shape_key_add(name='Basis')\n\nassert me.shape_keys.reference_key == basis_shape\n\n# Newly created Basis shape key should match the mesh vertices\nfor v, b in zip(me.vertices, basis_shape.data):\n```\n assert v.co == b.co\n```\n\n# Modify the basis shape key via script in some way\nbasis_shape.data- [x].co.x += 1\nprint(\"Modified basis shape key via script\")\n\nif cos_equal(me.vertices, basis_shape.data):\n```\n print(\"Basis shape key matches mesh vertices\")\n```\nelse:\n```\n print(\"Basis shape key does not match mesh vertices, there is desync!\")\n```\n\n# Create new shape key, from mix, using the shape_key_add funtion\nnew_shape_from_mix = cube.shape_key_add(name='from_mix=True', from_mix=True)\n\nassert new_shape_from_mix.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape_from_mix.data):\n```\n print(\"from_mix=True matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=True does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape_from_mix.data):\n print(\" from_mix=True matches mesh vertices\")\n else:\n print(\" from_mix=True does not match mesh vertices\")\n```\n\n# New shape key, not from mix, created using the shape_key_add funtion\nnew_shape = cube.shape_key_add(name='from_mix=False', from_mix=False)\n\nassert new_shape.relative_key == basis_shape\n\nif cos_equal(basis_shape.data, new_shape.data):\n```\n print(\"from_mix=False matches basis shape key\")\n```\nelse:\n```\n print(\"from_mix=False does not match basis shape key!\")\n```\n # Compare against the mesh vertices instead\n```\n if cos_equal(me.vertices, new_shape.data):\n print(\" from_mix=False matches mesh vertices\")\n else:\n print(\" from_mix=False does not match mesh vertices\")\n```\n```\nExample script output in the System console:\n```Testing shape keys in (3, 0, 0):\nModified basis shape key via script\nBasis shape key does not match mesh vertices, there is desync!\nfrom_mix=True matches basis shape key\nfrom_mix=False does not match basis shape key!\n```\nfrom_mix=False matches mesh vertices```",
"Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)",
"Origin calculate incorrect normal orientation by snap to face\nOperating system: Windows 11, MacOS\nGraphics card: Nvidia RTX 3060TI, M2\n\nBroken: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b, type: release\nbuild date: 2023-03-29, 06:36:20\nWorked: Doesn't works since origin edit was relesed\n\nOrigin calculate incorrect normal orientation by snap to face, after you apply object rotation.\n\nLet's imagine you have object with random orientation in world space and then rotation was applied. And i need restore this orientation. In this case you can activate ORIGIN edit tool and snap it to face with rotate align active and as result you expected origin orietn will be calculated by vector of face normal. \n\nBut as we can see orient not calculates properly in this case. This is very old bug which live in part of 3d cursor as well, but this is other story.\n\nI've attached .blend file and video demostaration of issue.\n\n",
"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)",
"Cycles: Persistent Data option make Point Cloud position is dirty for transformed objects\nOperating system: Linux-6.2.6-76060206-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: Curent main.\nWorked: Never (3.0+).\n\nIf you turn on `Persistent Data` in cycles render settings, and change some object position properties, point cloud objects gonna be incorrect positions have on render.\n\n| Shifted point cloud. Expected. | Second result with persistent data option. |\n| -- | -- |\n|  |  |\n\n1. Create Point Cloud object.\n2. Turn ON `Persistent Data`.\n3. Try to render.\nEverything is okay.\n4. Open N-panel. Just click on point cloud position properties. No need to really change something.\n5. Try render again.\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",
"Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.",
"Surface tension is not working\nOperating system:Windows-10-10.0.19041-SP0 64Bits\nGraphics card:NVIDIA GeForce RTX 2080/PCIe/SSE2\n\nBroken:3.1.0 Alpha, branch: K-Cycles, commit date: 2022-01-16 15:45, hash: 164a13275cf8\nWorked: \n\nIn mantaflow fluid simulation, change the value of 'surface tension' does not work at all, My cpu is Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz 3.60 GHz, i tried different version of blender, it didn't work either\n[surface1.blend](surface1.blend)",
"Quick smoke vorticity is broken.\nOperating system: Windows 10.\nGraphics card: NVIDIA GeForce RTX 2080 Super\n\nBroken: (version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release \nThe same is on experimental 2.91\n[system-info.txt](system-info.txt)\n\nI'm not sure, but in video tutorial of Blender 2.7 is working correctly. Link to vid: watch?v=BhjK-6t9Gqs&t=2m10s\n\nWhen you add vorticity to smoke sim it does something crazy,video with 0 vorticity:\n[smoke_novorticity.wmv](smoke_novorticity.wmv)\n\n\nWith vorticity value of 3 here is what happens:\n[smoke_vorticity.wmv](smoke_vorticity.wmv)\nIt happens a bit differently on different strength but once you add any vorticity it goes wrongly.\n\nThe file is simple - adding icosphere, make couple keyframes to animate it. Add quick smoke, adjust domain. For emitter make temp.diff -1, enable initial velocity. For smoke domain set vorticity to 3.\n[smoke_voticity.blend](smoke_voticity.blend)"
] | [
"Liquid simulation mesh shifted, if domain`s origin not centered.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 17)\n\nTitle says it. As you know, domain tuning mignt be much easier when you use origin at bottom or just change it in edit mode.\nAnd the result will be very confusing for new users.\n[shifted liquid mesh.blend](shifted_liquid_mesh.blend)\n[2020-05-22_12-50-43.mp4](2020-05-22_12-50-43.mp4)\n\nMake quick liquid, move domain origin, simulate as mesh.\n\n",
"MantaFlow Mesh generation offset from particles \nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: \nversion: 2.83 (sub 2)\nversion: 2.82 (sub 6)\n\nRandomly the simulation of the geometry got offset down in the Z axis. \nThis file its generated in a Ubuntu OS but this also happened to my under windows in other machine, as i said i didn't find exactly what triggers.\n\n\n[TestManta.blend](TestManta.blend)\n1-Bake the simulation(there is no need to bake all the 150 frames). \nIf the bug appears the mesh should be below the particles. \n",
"[Mantaflow] Wrong fluid mesh position\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nThe liquid mesh has an incorrect position.\n\nIf you bake the particles in this scene and then bake the mesh, you can see this error:\n[test_02.zip](test_02.zip)\n\n"
] |
Crash to desktop afer seting anable "show faces" in UV editor
Operating system: win 10
Graphics card: GTX 950m
Broken: 14884cda1ff5-windows64
Crashing to desctop after clicking on UV editor in display section->overlays->faces.
Just do what i do in short video is my explenation is writen too badly :P [drzewo.blend](drzewo.blend)
[VID_20190414_135541.mp4](VID_20190414_135541.mp4)
I have all drivers updated. | [
"Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.blend)",
"Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)",
"Blender 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",
"Painting on pixel-textures do not allow to paint some faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: \n- 2.92.0\n- 2.91.0\n- 2.90.1\n\n\nI can paint one face but can`t do it with another, and third one transfer color to wrong place of texture.\n[2020-12-21_11-51-55.mp4](2020-12-21_11-51-55.mp4)\n\nHere the file\n[1pxTexturePaint.blend](1pxTexturePaint.blend)\n",
"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",
"ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n",
"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",
"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)",
"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",
"Bridge Faces missing from menus\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 4)\n\nThe \"Bride Faces\" operator for edit mode is currently only accessible in the context menu when in face selection mode.\nI would expect it to also appear in the faces menu (Ctrl + F or in the header) since Bridge Edges is also accessible in the edges menu.\n\n\n\n\n\n",
"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",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n",
"Blender crashes 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)"
] | [
"Crash in UV Editing after faces display turn off / on\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4839\n\n\nBroken: version: 2.80 (sub 59)\nWorked: (optional)\n\n\nWhen I try to edit UV with faces display turned off, all mesh disappears. Then, then I click faces display on, whole application closes.\n\n\n\n1. Launch Blender with default scene.\n2. Activate \"UV Editing\" workspace. Make sure you are in edit mode on the right pane and at least one face is selected.\n3. On the left pane click \"Display\" and turn off \"Faces\".\n4. On the left pane select at least one vertex and try to move it with \"G\" key.\n5. Whole unwrapped mesh disappears (this alone is buggy - expected behavior is: selected vertices are being grabbed, whole mesh is still visible).\n6. On the left pane click \"Display\" and turn on \"Faces\".\n7. Blender closes immediately.\n\n\n"
] |
UV Tools not working
Operating system: Windows 10 64 bits
Graphics card: 2x GTX 1070
Broken: Latest Blender 2.8 beta
On UV Editing tab, there are some uv tools on the left tool panel. Pinch, Relax and Grab doesn't work. Grab with G shortcut works.
No steps necessary. Just try to use Grab, Pinch or Relax tools on UV tab. | [
"Context menus for Grease Pencil layer visibility/lock icons are inconsistent between editors\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.93.0 Beta\nWorked: (unknown)\n\nWhen selecting a Grease Pencil object, the \"Object Data\" tab of the Properties editor shows the object's layers, where each layer has (among others) an eye icon for visibility and a padlock icon for locking. These icons can not only be left-clicked to toggle their state, but also right-clicked to open a context menu for animating them (through keyframes or drivers).\n\nThe Grease Pencil mode of the Dope Sheet editor also lists the layers and also has these icons, but while left-clicking them does the same as in the Properties editor, right-clicking does not: it opens the context menu for the channel instead.\n\nFor the other Dope Sheet icons (\"Use Mask\" and \"Onion Skinning\"), the context menu works as expected.",
"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.",
"3D texturing: Fix seam bleeding\n# Version 1 (abandoned)\n\nThe concept of this approach is create a list of source pixels that should be copied to other areas of the texture. By doing this the seams will be fixed. During copying the pixels can be blended with near pixels to improve quality.\n\n* Scan over all uv edges that make the bounds of an UV island.\n* Scan over pixels that are 'intersect' with the found uv edges.\n* Pixels that are already part of the PBVH Pixels should be ignored.\n* Pixels that are not part of a PBVH Pixels should be 'fixed'\n* Find a corresponding pixels that could be used as a source to fix the pixel.\n* Add the source pixel to be copied to the pixel to be fixed. This should be added to the PBVHNode of the sourcing pixel. If the pixel was changed it should be copied to the target.\n\nDuring test we decided that this solution doesn't get to the quality we want.\n\n# Version 2 (new approach)\n\n- for now the unconnected uv edges will be the same as version 1, we can in the future change this by extending the edges. I left this out of scope for now.\n- split the mesh into uv island. \n- extract the pixels of the 'original' mesh.\n- per UDIM tile create uv island map (2d array with ints)\n- dilate the uv islands until they reach each other undecisive pixels should not be solved.\n- This map is used as a mask where uv island can extended.\n- per uv island find the sharpest corner.\n- go over the 3d mesh fan of the corner and see how this fan can be extended. For now I see 3 scenarios\n - the corner is a cut (both edges are connected in 3d space). for example see uvmap of cube. In this case we should duplicate the original faces and \n - the corner connects to another edge on the same uv island. might be similar to the first case, \n - the corner connects to one or multiple uv island. In this case the geometry that isn't connected in uv space, but is in 3d space should be added in between.\n- this generates new primitices that could be extracted using the pixel extractor.\n- the newly primitives should be stored in the PBVH as the uv coords must be stored somewhere.\n- the new primitives should still be mappable to the original primitives. ",
"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)",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views.",
"Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n\n\n\n\nthanks.",
"2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)",
"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",
"Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n\n\n",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n\n\n[tmp_2.blend](tmp_2.blend)",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"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)",
"Edges are selected in face mode when deselecting vertices from vertex group Panel\nBlender Version\nBroken: Current main.\nWorked: N/A.\n\nShort description of error\nDeselect Button in Vertex Groups Panel will deselect vertices that are not assigned to any groups. Edges become selected while in Face Mode as well. Also the Select Button will Select Faces that are not assigned too but those Edges that are active in face mode must be Selected for the Bug to work. Pay attention to the Edge around the triangle Fan at the top of the uv Sphere While in face mode.\n\nBlend File Incuded for simplicity\nJust Press the Deselect and notice the Faces that Get removed. and the Edges are actively Selected.\n\n",
"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"
] | [
"UV Sculpt tools don't work\nOperating system: macOS 10.14\n\nBroken: Blender 2.80, Dec 1, 0b50ce1db4b\nWorked: (Blender 2.79)\n\nNone of the UV Sculpt tools work\n\n\n - Factory Settings\n - Go to UV Editing Workspace\n - Enable any of the three UV Sculpt tools and drag to sculpt\n\nNone of the sculpt tools work. \n\n(They also don't have a UI in the tool settings for Radius, Strength, and UV Sculpt Curve doesn't show up correctly in tool settings, but those are separate issues)\n\n",
"UV Sculpting doesn't work in 2.8\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional) 2.79b\n\n\nUV Sculpt tools seem to have no effect at all.\n\nStart Blender. Make a Grid. Set it to 50x50\nGo to the UV workspace\nSelect the Pinch, Relax or Grab tools and click and drag around the UV space. Nothing will happen.\nDo the same thing in Blender 2.79b and the UV mesh will be deformed.\n\n",
"UV Sculpt doesn't work - Pinch Relax and Grab disfunctional\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 51)\nWorked: (optional)\n\n\n\nThe UV Sculpt in UV Editing doesn't work. It gets overwritten by the new tool shelf select system. And you select vertices instead of doing sculpting. Pinch Relax and Grab does nothing.\n\n\nIn Blender 2.79 when i unwrap a mesh and activate UV Sculpt, then i can immediately sculpt at the UV Mesh.\n\nIn Blender 2.80 when i unwrap a mesh and activate UV Sculpt, then i am trapped in selecting vertices. I can't get UV Sculpt to work. The select tools in the tool shelf overwrites the sculpt mode.\n\nWhat is curious is that when you load a scene saved with Blender 2.79, then the UV sculpting works. As long as you don't touch the select tools in the tool shelf. Then it turns disfunctional, and you are trapped in selecting again.\n\nAlso, the Pinch, Relax and Grab tools seems to do nothing. Not with UV Sculpt not without UV Sculpt. Not with the whole UV Mesh selected, not with nothing selected. And the sync mode doesn't change things neither. Not sure if this problem is connected. Maybe i also overlook something here. But i report it as one bug for now since those tools are sculpting tools. Feel free to separate the problem.\n\nAnd i get some errors in the console. The Pie menu related messages doesn't belong to this report. But the Unsupported Mode: EDIT error looks strange.\n\n\n\n\n\n[uvsculpt_279.blend](uvsculpt_279.blend)\n\n[uvsculpt_280.blend](uvsculpt_280.blend)\n\n\n"
] |
GPencil: Move origin not supported
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics Intel 4.3.0 - Build 20.19.15.4531
Broken: version: 2.83.0
hola que tal quiero reportar dos problemas, una es la de grese pencil no reacciona cuando seleciono la parte de origin y cambiar el origen de grease pencil, y la es cuando coloco un objeto y entro en modo edicion me parecen cuadraditos haciendo ruido.[2020-06-16 21-22-13.mp4](2020-06-16_21-22-13.mp4)
When use the option to move origin, does not work.
| [
"Many Grease Pencil operations cannot be performed without an \"Active Layer\", though it shouldn't be needed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and also 3.1 alpha (Nov 19th build)\n\nWhen working in a scene with more than one GP object, it's easy to go into edit mode for one GP object while having selected the layer of another in the dope sheet. Selecting a GP stroke may automatically select a layer for a different GP object. When the active GP object in edit mode has no active layer, a lot of operations are disabled, and it makes no sense as to why they should need an active layer at all.\n[GP_bug.blend](GP_bug.blend)\n - Open the attached file, which is in Edit Mode for the Suzanne GP object on the left\n - With no active layer belonging to Suzanne selected in the Dope Sheet, not a single operator in the \"Stroke\" menu can be performed. Selected strokes can be transformed and extruded, but they cannot be assigned materials or subdivided. This is odd because none of these operators seem like they should need any particular layer to be selected\n # Deselect all layers in the Dope Sheet and select a stroke. A layer is automatically selected, but it belongs to Suzanne.001, which is also baffling.\n\n",
"Impossible to move with G key an object scale to 0 and parent to an empty\nOperating system: Windows 7\nGraphics card: GTX 780\n\nBroken: 3.5.1\nWorked: \n\nWhen an object is parented to an empty, and this object is scale to 0, you cannot move it anymore with the G key. But you can move it in the transform menu location.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open blend.\n2. Try to move object with G key.\n3. It is possible with Transfom menu.\n\nThanks a lot !\ndono",
"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",
"Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n",
"Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.",
"Upgrade the Line Type Dots\nUpgrade the line type _Dots_ to the stamp brush. \nThis is the todo list of the stamp brush development at stage one, detailed in 30884\n\nBranch: [`gpencil_articluated`](gpencil-articulated)\n\nGeneral:\n\n- [x] A quick demo\n- [ ] Maintainable code framework \n- [ ] Basic GUI\n\nVertex attributes:\n\n- [x] Position\n- [x] Radius\n- [ ] ~~Aspect ratio~~: technically impossible\n- [ ] ~~Hardness~~: unnecessary\n- [ ] Color\n- [ ] Strength\n- [x] Rotation\n\nOther features:\n\n- [ ] Texture\n- [ ] Stroke order, depth and blending\n- [ ] Holdout\n- [x] Lighting\n- [x] Alignment types\n\n",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"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.",
"Gpencil: Build modifier stop woking iwhen we use dot Dash modiifer with Dash=1\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.2.0 Beta\n\nbuild modiifer don't work if Dash modifier use Dash=1 and the Gap diffent to 0 .....that we have dash modifier first and then build modifier\n\nbefore playing\n\n\n\nafter playing \n\n",
"Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)",
"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",
"Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.",
"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)",
"GPencil: Strokes with texture & round caps have distorted extremities\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Alpha\n\nStrokes with a material of line type 'Line', a texture & round caps have distorted extremities.\n\n\n- Open file and see how the start & end of the drawn strokes are distorted.\n[round caps bug.blend](round_caps_bug.blend)\n\n",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n"
] | [
"Transform object origin support for grease-pencil\nCurrently grease pencil doesn't support the option to transform the objects origin.\n\nSee: object \"Options\" panel, \"Affect Only: Origins\"\n\nSee: `source/blender/editors/object/object_data_transform.c` which already supports armature, mesh, lattice... etc."
] |
Blender quits while clicking in the viewport
Windows 10 x64
(2) 1080ti
2.92
Clicking in the viewport to select objects causes Blender to unexpectedly quit
[concrete.crash.txt](concrete.crash.txt) | [
"Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"Blender 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 Crashes when deselecting Name-fields\nOperating system: Windows-10\nGraphics card: NVIDIA GeForce RTX 3070\n\nalso tested on:\nOperating system: Windows-11 Home - Microsoft Surface\nGraphics card: - / 11th Gen Intel(R) Core(TM) i7-1185G7\n\nBroken: (tested with)\n- version: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\n- version: 3.5.1, branch: blender-v3.5-release, Date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\n\nWorked: -\n\nFor a specific project, if I select any Text field that contains the name of an asset (texture, object, scene, ...) and click anywhere else within the Blender window, Blender will crash. \n\nThis error does not appear for other projects of mine or a new one.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open file\n2. Navigate to Texture\n3. Create a new Texture\n4. Select Texture name (no need to alter the name to reproduce the error)\n5. Click into e.g. Viewport or hit Enter\n\nI created a copy of the problematic project, deleted all of its content and used the Blender cleanup feature to remove any remaining data blocks. Still the issue persists. Except for the missing shutdown logs due to the crash, the Debug Log doesn't show any differences to a normal file AFAIK.\n\nBlender does NOT crash when I use \"Escape\" to exit the field.\nTo be precise, the crash happens when deselecting \"Name Fields\" in the outliner, the Properties Panel or similar.\nThis doesn't happen in Search fields or Value fields that take e.g. floats for properties like \"Strength\" etc.\n\nThe project (used as asset library) worked fine yesterday and as far as I'm aware no updates were installed. I tried updating my NVIDIA driver but to no avail.\n\nNext, I'll try to copy my assets to a new file.",
"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",
"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",
"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",
"Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"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",
"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 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",
"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",
"System Hangs while Interacting with the Viewport\nOperating system: Manjaro KDE Plasma\nGraphics card: Intel HD Graphics (Cherry Trail) Atom X7-Z8700\n\nBroken: 3.5.0, 3.4.0, 3.4.1\nWorked: 3.3.2 (Haven't tried newer versions in the 3.3.x series)\n\nBlender causes the entire system to hang periodically while performing any task. Simply rotating the camera or zooming in or out results in the system freezing for minutes at a time. The mouse cursor responds to mouse and touchpad movement, but the system does not respond to mouse button clicks or keyboard input for long periods of time. Neither Blender nor the desktop respond.\n\nWhen rotating, moving or zooming the camera text overlays in the viewport flicker, sometimes the entire viewport flickers, then the system hangs. There are no errors or warnings printed to the terminal\n\nDoesn't appear to be related to a specific file. The issue is present in all blend files and when starting with the default setup.\n\n"
] | [
"blender closing itself.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.56\n\nBroken: version: 2.92.0\n)\n\n\nblender keeps closing itself randomly at different points.\n\n\nclick on mesh.\nadd extremepbrtexture to add to the mesh\nthen it crashes\n",
"2.92 crashes randomly with Nvidia RTX card\nOperating system: Windows 10 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: 02948a2cab44\nWorked: blender-2.91.2 release\n\nA colleague of mine is experiencing numerous crashes per day while performing all sorts of tasks.\nThey all seem to be Nvidia RTX-related since I am not experiencing the issues with my Nvidia GTX 1070.\nThe crash logs all mention a certain nvoglv64.dll causing an access violation exception.\nUpdating the Nvidia driver didn't help. \n\nCrash logs will follow in the next post.\n\nImpossible. Blender crashes at random.",
"NVidia: Random crashes in 'DrvPresentBuffers'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n|Graphics card:|GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n| -- | -- |\n||GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n||GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n||GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n||NVidia GTX 1060Ti/ASUS TUF Gaming 15 laptop\n\nBroken: version: 2.91.2\n\nOn 2.91.2 I'm having random crashes, like 1 crash every hour or so. I'm not simulation or doing any havy computation, only modeling and UV, I can't reproduce them, they happen very randomly and are happening on different files.\nI attach here the crash files.\n\n[ak47_210225_v01.crash.txt](ak47_210225_v01.crash.txt)\n[gluegranade_210221_v01.crash.txt](gluegranade_210221_v01.crash.txt)\n[Detonator_0224_v01.crash.txt](Detonator_0224_v01.crash.txt)\n[#030721_228OA_WB_FR_t8.crash.txt](_030721_228OA_WB_FR_t8.crash.txt)\n\nIt seems like clicking quickly on many items causes the gpu to spike and Blender crashes at gpu 100% utilization (shown in the task manager) from selecting many different objects in the 3D viewport.\nDuring normal work, the same crash happens just after saving or the file autosave when clicking anywhere in the 3D viewport. \n\nAlso, clicking any object causes the utilization to spike to 35%-55%, and the software becomes sluggish but doesn't crash.\n\n\n\n\n",
"Blender always crashed randomly when I click object or alt+MMB click object!\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.92.0\n\n**Here is the crash.txt file's exception info:**\n\n> ........\n> .......\n> bpy.ops.mesh.delete(type='FACE') # Operator\n> bpy.ops.object.editmode_toggle() # Operator\n> Saved \"Fio_Preferb.blend\" # Info\n> \n> # backtrace\n> Exception Record:\n> \n> ExceptionCode : EXCEPTION_ACCESS_VIOLATION\n> Exception Address : 0x00007FF8775D14E4\n> Exception Module : nvoglv64.dll\n> Exception Flags : 0x00000000\n> Exception Parameters : 0x2\n> \tParameters- [x] : 0x0000000000000000\n> \tParameters- [x] : 0x0000000000009B00\n> \n> \n> Stack trace:\n> nvoglv64.dll :0x00007FF8773B2B90 DrvPresentBuffers\n> nvoglv64.dll :0x00007FF877287D58 Symbols not available\n> \n> \n> Loaded Modules :\n> 0x00007FF678D90000 2.9.2.0 blender.exe C:\\Program Files\\Blender Foundation\\Blender 2.92\\blender.pdb \n> 0x00007FF8C2F30000 10.0.19041.844 ntdll.dll \n> 0x00007FF8C2A80000 10.0.19041.804 KERNEL32.DLL \n> 0x00007FF8C0670000 10.0.19041.804 KERNELBASE.dll \n> \n> .....\n\n\n\n",
"Automatic Save crashing blender when any UI action is performed at the same time\nOperating system: Windows 10\nGraphics card: AMD Ryzen 7 4800H/NVidia GTX 1060Ti/ASUS TUF Gaming 15 laptop\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92.0\nWorked: (newest version of Blender that worked as expected) 2.91.0?\n\nWhen using blender 2.92.0, I have been getting crashes. It appears to be when an Automatic Save is happening and I click anywhere in the UI.\n\n\nThis is a little difficult, I know not a good answer. It has to do with the timing of when an Automatic Save happens and at the same time a click in the UI. At first, I thought it was about changing from wireframe to solid to renedered view. I them was working in solid view and reposition the cursor and got a crash. I will attach the crash report for this one as it helped me narrow down that it was tied to the automatic save as the time stamp on the crash report and the automatic save file are the same.\n\nBased on the default startup or an attached .blend file (as simple as possible). \nIt is based on default setup. No simple blend file. This is happening in all blend files that I am working on. The larger the more likely it is to happen.\nThe automatic save time is set to 1 minute.\n[BuffetCarInterior.crash.txt](BuffetCarInterior.crash.txt)",
"Multiple crashes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\nSystem memory : 16 GB Ram\nGraphic card memory : 16 GB Ram\n\nBroken: version: 2.92.0\n\nMultiple random crashes for different reasons. Moving objects, going to wireframe mode, even just rotating the camera. \n\nSorry I have tried to reproduce the crash with a simple file and was not able to reproduce it. Even with the actual file I am working on I was not able to have the same error twice by doing the same thing. \n\nOnly info I can be sure is that it happen with files which has multiple objects. Not even with too complex ones. I sought help on Blender artist forum. It was brought to my attention that \" nvoglv64.dll \" do also causes issue to other software. Also that only happen with Blender 2.91 and 2.92 \n\nIn the crash file I always have this :\n\n**# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF84D03B14D\nException Module : nvoglv64.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000000\n\tParameters- [x] : 0x00000000000002B0\n\n\nStack trace:\nnvoglv64.dll :0x00007FF84CE19470 DrvPresentBuffers\nnvoglv64.dll :0x00007FF84CCEF2A8 Symbols not available\n**\n\nI am sorry if I cannot be more specific. I would be grateful if you could check this issue. \n\nBest regards.",
"Blender 2.92 Crash - Exception_Access_Violation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\n\nCrash that occurs at random time, no matter if Im working in edit mode, or just on idle while Im using other programs.\n\nGot a new PC setup so Blender got clean installation. Maybe it is crashing when it does autosave, because almost every time I check autosave after crash, the autosave was made only few seconds ago.\n\nIn log I found this:\n\nException Record:\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FFD23CAB14D\nException Module : nvoglv64.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000000\n\tParameters- [x] : 0x0000000000000030\n\nStack trace:\nnvoglv64.dll :0x00007FFD23A89470 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD2395F2A8 Symbols not available\n\n\n",
"Crash when clicking in viewport EXCEPTION_ACCESS_VIOLATION\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: (2.92 RC)\nWorked: (Always had this problem but occurs more frequent now)\n\nRandom selection of an object in the viewport. Seems to happen mostly right after saving the file then clicking in the viewport or when leaving Blender open for a while and clicking in the viewport. \n\nIt randomly occurs but occurs so frequently. Sometimes a 4-5 times every hour. It does not matter the file type but happens most frequently on larger file sizes over 1GB. \n\n[#021721_228OA_WB_FR_T3.crash.txt](_021721_228OA_WB_FR_T3.crash.txt)\n",
"Blender 2.92 crashes on left click selecting an Object with tablet.\nOperating system: windows 10\nGraphics card: RTX 2070S\n\n2.92\n\nAfter working for a few minutes I try to (left click) select an Object and Blender crashes. \n\n",
"Random crash on picking an object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.0 Beta\n\nRandom crash on picking an object\n\nBlender works fine no more than half an hour, then it crashes. Usually when I try to select an object. Any object. It all started from v.2.91. 2.90.1 is very stable. This is confirmed on 3 different workstations and has no apparent common pattern.\n[default_file.blend](default_file.blend)\n[Gostinaya_Kuhnya_Koridor_01_03.crash.txt](Gostinaya_Kuhnya_Koridor_01_03.crash.txt)",
"Blender crash at random\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\n\nBlender crash at random moment and various project\n\nStack trace:\nnvoglv64.dll :0x00007FF888C596B0 DrvPresentBuffers\nnvoglv64.dll :0x00007FF888B2EA68 Symbols not available\n\n\n\n-\n\n"
] |
Can't change property values in "Add new object" pop up window.
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17
Broken: version: 2.81 (sub 8)
Broken: version: 2.81 (sub 8)
Worked: (optional)
[Properties of a new object in "add new" properties window can't be changed. You cannot click or drag the value in the window.
short film: {[F7725668](2019-09-09_01-36-18.mp4)}]
Start a new project. Add any object to the stage. In the properties window at the bottom left of the viewport, try to change its properties. Try by clicking the arrows or by dragging the values.]
[{[F7725681](properties_of_a_new_mesh_not_working.blend)}]
| [
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)",
"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",
"Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.",
"Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n",
"Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n",
"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",
"Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n",
"Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ",
"Assign Shortcuts: creates shortcut in the \"wrong\" space\n**OS**: Linux 5.3.8-arch1-1 x86_64\n\n**Blender version**\nBroken: 2.8x (up to and including fc79d27951)\n\nWhen using the context menu to assign shortcut to a button or checkbox, the shortcut is created in a wrong space, which may lead to error popups when pressing that shortcut with mouse hovering over a different space.\n\n\n1. Load the default scene.\n2. In 3D viewport, expand the Overlays popover, right-click the Wireframes checkbox and assign a shortcut through the context menu.\n3. Note that shortcut works while the mouse is over the 3D viewport.\n4. Move the mouse over the Properties and try pressing the shortcut. You'll get an error popup.\n\nThis is due to the shortcut being created in the Window space, not 3D View space.",
"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\"",
"Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n",
"Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.",
"Evaluate \"Add to Collection\" in Object > Collections panel\nIn the Properies {nav Object tab > Collections}, the '+' icon invokes the *Add to Collection* operator (the button next to it shows the same name, but actually invokes *Link to Collection* - this task is about the '+' button next to it!). \n\n\n\nWhen clicking it a new collection is created (which the name doesn't suggest) and the object moved to it. Problem is, the collection is not linked into the current scene. The user thinks nothing happened. You have to check the Data API or Blender File Outliner display mode to see that a collection was added. There actually is a way to link it to the scene, but it's pretty much hidden (can you find it? :) )\nA fake user is set, so this seems to be deliberate behavior. I assume it was more intended to be used for collection instances, where you might not want to link a collection, only an instance. And it's probably a left over from the old group system.\n\nCould we avoid this confusion?\nWe could just link the collection into the scene. Users can still unlink it. And the operator name could be *Add to New Collection*.",
"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)"
] | [
"Unable to adjust \"values\" for primitives after adding them\nOperating system: Darwin-17.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.60.26\n\n\nBroken: version: 2.80 (sub 68)\nWorked: (optional)\n\n\nWhen a primitive is added to the scene you cannot change its values in the pop up dialogue box. Everything is dimmed out.\n\nOpen blender\nAdd primitive\nattempt to enter new values into dialogue box\ndoes not accept changes\n\n[Primitive not working properly.blend](Primitive_not_working_properly.blend)\n\n\n\n\n"
] |
Muting a node in Cycles erases automation data
Observed on Mac OS X 10.6 and Mac OS X 10.8
Broken: (2.69 .0 r60991)
Worked: (never worked as far as I know)
Muting a node in Cycles destroys any automation on the node.
1. Create a material in Cycles, add some nodes
2. Automate a parameter of a node
3. Mute that node (M key while selected)
4. Unmute it (M key again) and find your automation is lost
The .blend I'm attaching demonstrates it easily. It's all set up and ready to try.
[NodeAutomationBug.blend](NodeAutomationBug.blend) | [
"Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n",
"Ambiant Occlusion cycle node gives artecacts when the mesh has Custom Split normals\nOperating system: win 10 \nGraphics card: Geforce RTX 2070\n\n**Blender Version** \nBroken: 2.90.0 alpha\nWorked: N/a\n\nOn my mesh , with custom normals, (i applied a withged normal modifier) \nI had to clear the custom split normal date to get rid of artefacts given with the Ambiant Occlusion node in Cycles\n\n\nAlso seen with smooth shader:\n\n\nAnother way to have this bug (without Custom Split normals): \n- Create a suzanne.\n- Smooth the normals \n- Use Cycles render. \n- Add an Ambient occlusion node and plug it on an Emit shader\n[cycles_ao_smooth_normals_bug.blend](cycles_ao_smooth_normals_bug.blend)",
"Boolean Exact Mode failing\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: 3.5.0 - 3.6.0\nWorked: Unknown.\n\nIn the attached `v8 bug daily.blend` file, an object mysteriously vanishes at frame 36, then reappears in frame 37. Changing various minor things makes the problem go away.\n\nThat file uses a simple armature to animate the rotation of the \"Rotor\" object. \n\nIf you change the end frame of the animation from 60 to 61 and move the last keyframe from frame 61 to frame 62--i.e., stretch out the animation just a little bit--the problem goes away.\n\n- Open the [Boolean_exact_difference__bug.blend](attachment) file\n- Enable the boolean modifier\nor \n- Open the [v8 bug daily 03b.blend](107388#:~:text=Save-,v8%20bug%20daily%2003b.blend,-1006%20KiB) file\n- Go to frame 36",
"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",
"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",
"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",
"File Output node doesn't keep layer names when switched to Multilayer EXR\nWin10 64bit\n\nBroken: 2.79\n\nOpen file, change file type in File Output node from **PNG to Multilayer EXR -> names set to default,** changing to others works good.\n[Input_names.blend](Input_names.blend)\n",
"Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```",
"The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n",
"The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n",
"\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n",
"Node sockets disappearing but still dragging works\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.4.0 Alpha\n\nWhen a node is added and zoomed out, the node sockets disappear. But still, the drag function works.\n\n[Node Socket Bug Report .mp4](Node_Socket_Bug_Report_.mp4)",
"Node Editor: Improve working with frame nodes\n### Problem\nWorking with frame nodes works well for most simple cases, but there are a few things that are confusing or cumbersome:\n* A node sitting on top of a frame is not necessarily part of the frame but there is no visual indication ([example video](attachment))\n* Which frame a node is being added to during transform is based on the position of the mouse cursor and can lead to unexpected results ([example video](attachment), also see issue #80218)\n* Nodes not being able to be removed from frames, slows down the workflow, since the user has to stop and explicitly detach the node\n\n### Proposal\nAfter testing a few different variations for how this could work ([together with users on the forums](28241)), this is what seemed to work best overall:\n\n1. Nodes should always be attached to the frames that include them\n * This reduces ambiguous situations, where nodes are on top of a frame without being part of it\n * This behavior is more predictable than the cursor based attachment logic we have now\n2. Allow detaching nodes during transform with a hotkey\n * Pressing `Shift` during transform to freely drag nodes out of a frame - even if \"Shrink\" is enabled (`Shift` is consistent with the re-parenting shortcut in the outliner)\n3. Allow adding/removing nodes from a frame by resizing it\n4. Additionally tweak node resizing, since it will be used more often:\n * Allow moving the frame during resizing by pressing `Space` (same as box selection, [demovideo](attachment))\n * Improve hitzone for resizing to make it more accessible\n\n### Alternative: Remove \"parenting\"\n\nThe most promising alternative I tried was to remove parenting altogether. The premise was that frames simply always affect the nodes that are inside them.\n\n**What worked well:**\n* No ambiguity about whether a node is inside a frame or not\n* Users seemed to like the ability to add nodes by resizing the frames itself (which has been included in the current proposal)\n\n**What didn't work:**\n* Users didn't seem to like how multiple frames were able to affect one node at the same time:\n * In some situation it would lead to partially overlapping frames \"stealing\" nodes from one another\n * Overall users feared that it would be easy to create situations that are hard to untangle\n\nSince \"node stealing\" is inherent to this approach, I settled on the proposed compromise that keeps the \"one node, one frame\" concept but reduces some of the quirqs.\n\n---\n\n### Prototype Patch\nA pull request implementing the proposed changes for testing can be found here: 105457\n\n---\n### Steps for implementation\nThe prototype patch I've used for testing can be broken up into a few smaller changes:\n\n- [ ] Always add nodes to the frames they overlap\n- [ ] Improve resizing of nodes:\n - [x] Hitzone for node resizing\n - [ ] Allow moving nodes during resizing\n - [ ] Respect snapping during resizing (I haven't actually implemented this in the prototype)\n\nThere are a few more things that are not required for this but might be nice:\n- Improve how the parenting of nodes to frames is propagated when deleting or grouping nodes.\n- Remove the \"parent space\" positioning of nodes so the node location is always in view space. I think this could also help removing the need for `offsetx` and `offsety`.\n\n",
"Node Operators: Show node group inputs in redo panel\n_No response_\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"
] | [
"Keyframes of Compositing Nodes get deleted when muting that node\nWindows 8.1\nNVIDIA GeForce GTX 660M - 2GB\ni7-3740 QM @ 2.7GHz\n16gb RAM\n\nBroken: 2.69.0 r60995\n\nWhen any value of a Compositing Node is keyframed everything works as expected. If that node now gets muted all keyframes of that node are cleared. when unmuting that node again keyframes are still gone. when pressing CTRL Z, the keyframes are back there (node is muted again) ... unmuting then won't clear the keyframes.\n\nThis Bug just affects compositing nodes and keyframes... shader nodes and texture nodes work fine, as well as drivers on compositing nodes don't get deleted.\n\nopen node editor\nswitch to compositing nodes\ntick \"use nodes\"\nadd any node (i confirmed this bug with mix, alpha over, invert, HSV, RGB Curver, so i guess all compositing nodes are affected)\nwhile hovering over a numeric value press \"i\" to add a keyframe ==> turns yellow\nmute that node by pressing \"m\" ==> turns grey\n\noptional:\nunmute that node by pressing \"m\" again ==> stays grey\nCTRL Z ==> note is muted again, keyframes are back in position (fields are yellow)\nunmute that node by pressing \"m\" again ==> keyframes stay there ==> field stays yellow"
] |
Ambient Occlussion Messed Up.
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 3.0.0 Alpha
Ambient Occlussion maps still not rendering. Appear exploded with shrapnel like shards, black and white like checkers. Messy....
Take a file scene, 1 or several parts, create a 'Image Texture' in Nodes, setup a Ambient Occlusion in Baking section of Rendering section. Burn an AO map and check in Image Editor.
This appears to have started, or was broken, on Build Sep 21st. Build Sep 20th and before, AO maps were rendering fine. Something installed into Build Sep21 did this.
I have already uploaded a model sample to you. If you need more, let me know.
| [
"Random rectangles 'missing' when rendering with optix + motion blur\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 3.5.0\n\nEdit: I downloaded 3.5.1 and It still occurs there\n\nWhen I render a scene that uses motion blur with optix, there are randomly rectangles/sections where it skips straight to the background. Its random and only exists in some frames, and does not appear when using cuda. The object it appears on (or near) has motion blur disabled.\n\nIts very random and I'm not sure how to reproduce it in a simpler scene. I've had it happen in several different complex scenes and its always been an issue when ever theres an object that has motion blur disabled\n\nOptix with Motion Blur\n\n\nOptix without Motion Blur\n\n\nCuda with Motion Blur\n\n\n",
"VSE thumbnails improvements\n- [x] Check if reusing strip hash used by rendering job speeds up initialization with large number of strips. if it doesn't, fix it anyway. (b534806ecb) Note: it wasn't initialization that caused freezing, it was rather strip `anim` freeing, reusing ghash seems to have no impact on performance.\n- [x] To speed up loading, Check strategy to render \"guaranteed\" set of thumbnails. Especially if cache can be shared this could help a lot. (3a898db3638d) Note: better strategy seems to be other way around as far as performance goes.\n- [x] Make first (and last) thumbnail reflect actual handle position. (29b9187b327c) Note: Only first image is updated, though it's possilbe to update last one too. \n\n- Change cache so thumbnail (and possibly raw) types are keyed by path to file and disregard various context settings and Sequence pointer. Front-end should stay same. ([D12771](D12771))\n - There are rabbitholes like effect strips producing raw images and scene strips rendering at \"host\" scene resolution so simple string key is probably not enough. \n - Added complexity is, that all cache types per frame should be invalidated at once, otherwise prefetch doesn't work and issues like that.\n - Above points don't quite apply to thumbnails, but there are issues of this type in general. For example if we would implement downscaling for movies, first point will apply.\n\n",
"\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading",
"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)",
"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)",
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n\n\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"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",
"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",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n",
"weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n\n\n\n\n\n\n\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n",
"Volume voxels visible in compositing (Cycles)\nOperating system: Windows 10\nGraphics card: GeForce GTX 950 OC\n\nBlender 2.80 cc73d59ad580\n\nFirst of all :\nNot sure if this is a bug or if Im just not getting it.\n\nEverything is done in Cycles\n\nIm subtacting the DiffInd passes in compositing and I get the volxel shape of my smoke sim.\n\nHere a screenshot of my Nodesetup (note the backdrop)\n\n\nI do this to extract the Indirect lighting of for example fire or something else while excluding the sun and stuff.\n\n\nThis is the image (the white cuby thing to the right of the smoke)\n\n\n\n\nAdd a basic smoke simm with high resolution and a ground and wall.\nAdd a sun light\nAdd a new view layer\nExclude the smoke domain from the 2nd layer\nEnable the DiffInd pass for both layeres\n\nIn compositing :\nSubtract the DiffInd passes from each other.\n\n\nThis is an example scene:\n[debug.blend](debug.blend)\n\nIt seems like there is a problem how \"null\" surfaces get handeled.\nIf I set a layer to indirect only the indirect light only appear outside the voxels (where they are intersecting the geometry).\n",
"Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n\n\n",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"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)"
] | [
"Ambient Occlusion not working right\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\n\nAmbient Occlusion appears explosed. Triangles and issues, like over-laid mesh.\n\nResearched for 2+ days to figure out the issue. I thought it was the mesh. I tried everything. Nearly 2 weeks ago, it was perfect. I then just ran an AO map with this file in Blender 2.93 and the AO rendering was beautiful, perfect. It must be a bug (I am guessing) in 3.0?\n\nClick Bake with Ambient Occlusion set as your rendering type. Check result render.\n\nI am including the scene file and screenshots.\n\n[Seats.zip](Seats.zip)\n\n\n\n\n\n"
] |
Random crashes with GPU subdivision on some NVidea GPUs
|Graphics card:|Driver:|Operating system:|User:
|---|---|---
|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|Windows-10-10.0.19044-SP0|@MassimilianoPuliero
|NVIDIA GeForce RTX 3090|NVIDIA 516.94|Windows 10|@The5
Broken: version: 3.3.0
Worked: ---
On some seemingly random occasions, Blender crashes with the following stack:
```
Stack trace:
blender.exe :0x00007FF77C1458B0 BKE_subdiv_free
blender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure
blender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()
tbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena
blender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision
blender.exe :0x00007FF77CB38FA0 raycast_obj_fn
blender.exe :0x00007FF77CB375E0 iter_snap_objects
blender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl
blender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d
blender.exe :0x00007FF77CB5E7C0 applyFaceProject
blender.exe :0x00007FF77CB5EE00 applySnappingIndividual
blender.exe :0x00007FF77CB72F70 recalcData_objects
blender.exe :0x00007FF77CB81010 applyTranslation
blender.exe :0x00007FF77CB46BE0 transformApply
blender.exe :0x00007FF77CB41920 transform_modal
blender.exe :0x00007FF77C229D30 wm_macro_modal
blender.exe :0x00007FF77C20F9E0 wm_handler_operator_call
blender.exe :0x00007FF77C210BD0 wm_handlers_do_intern
blender.exe :0x00007FF77C210000 wm_handlers_do
blender.exe :0x00007FF77C216590 wm_event_do_handlers
blender.exe :0x00007FF77C1FC380 WM_main
blender.exe :0x00007FF77B2F12A0 main
blender.exe :0x00007FF7814128B0 __scrt_common_main_seh
KERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk
ntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart
```
Occasions observed:
- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)
- toggle the shading mode between shaded and wireframe
[intro.crash.txt](intro.crash.txt)
- [needs further investigation]
| [
"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",
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n",
"Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n",
"gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n",
"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",
"GPU subdivision improvements\nThis is a list of TODOs and ideas for improving GPU subdivision support ([D12406](D12406)).\n\n**TODOs**\n\n- Investigate if read and write operations can be made more coherent.\n- Investigate if compute dispatch size can be improved, to avoid too many calls.\n- Remove some useless OpenGL initialization from OpenSubDiv\n - We use our own patch evaluation shader, however we are still forced to compile the one from OpenSubDiv. This will require to implement our own GLComputeEvaluator.\n - `GLVertexBuffer` also initializes the OpenGL library. We can avoid this by using our own vertex buffer wrapper.\n- Compressed data structures for reducing memory usage\n - Using compute shaders forces us to only deal with ints and floats. However, this is using more memory than necessary (e.g. for normals).\n - This requires to do manual bit packing in the shaders, we need to pay good attention to alignements and data types (int vs. uint).\n- Use multithreading for CPU tasks when applicable\n - We still process some data on the CPU (e.g. polygons to materials map, edit mode flags). Although they are based on the coarse mesh, we could use multithreading to speed things up if needed.\n\n**Ideas**\n\n- Heuristic to disable GPU subdivision for small meshes, if they are hindering performance\n- The mesh wrapper used for on the CPU might not need all of the data to be subdivided (e.g. we do not need vertex colors for snapping), we could potentially speed up CPU subdivision by only subdividing what we need.\n- Potentially evaluate points on the GPU and copy back to the CPU side, this would require threads to have their own GL context.\n- See if OpenSubDiv data structures can be shared between the CPU and GPU code (e.g. the stencils buffers) so that we do not have to create duplicate versions when the CPU side mesh is requested.\n\n**Vulkan**\n\n- OpenSubDiv does not yet officially support Vulkan. The Pixar team seem to already have something working internally (1153). It is not clear when this will be released.",
"GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n",
"2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n",
"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",
"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.",
"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",
"bake operator reports uninitialised image that isn't even in use in the shader..\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\ncan't bake due to strange error\n\nopen blend file\nselect object\nselect the baked image texture node in the shader editor\nclick bake in the render setting (leave settings as is)\n\nstrange error pops up saying \n\"uninitialised image \"nightmare0134.png\" from object 'pavement.002'\n\nThis image isn't even in use by the shader.\n\nPS, it seems intermittently not possible to paste screengrabs into this new bug reporter. Also, how to do bullet points and embed video?\n\n",
"crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n",
"Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n",
"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"
] | [
"Random crashes when using Snaping\nOperating system: Windows 10\nGraphics card: RTX 3090 516.94\n\nBroken: 3.3.0\nWorked: ---\n\nWhen using Snapping, blender crashes occasionally but without any identifiable pattern.\nIt seems to have started occurring to me in 3.3.0 and worked in 3.2.0 (or at least it was not frequent enough for me to be bothered by it).\n\nThe crash occurs randomly and I found no way to reliably reproduce it yet.\n\nUsing the following snapping settings to snap the selected object to the surface of another object.\n\nThe selected/active object that is snapped onto the surface usually is a freshly created primitive.\nThe object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans.\nThe mesh that I suspect caused the crash on hovering over it has mirror, subdiv, 2nd subdiv, 4x boolean, mirror and after modifiers about 130k triangles.\n\nMost recent crash log:\n[F_PMS_Jaguar_custom.crash.txt](F_PMS_Jaguar_custom.crash.txt)\nThe backtrace begins after spawning in a circle object, then holding CTRL and moving the cursor onto my target mesh.\nIt seems to occur in OpenSubdiv, which would make sense given my target snapping objects are usually subdivided.\nI often have two subdivision modifiers on my objects and noticed severe slowdowns when editing a mesh with two of them rather than one.\nMaybe that is related?\n\nT96367 seems related but is apparently fixed"
] |
Random crashes when using Snaping
Operating system: Windows 10
Graphics card: RTX 3090 516.94
Broken: 3.3.0
Worked: ---
When using Snapping, blender crashes occasionally but without any identifiable pattern.
It seems to have started occurring to me in 3.3.0 and worked in 3.2.0 (or at least it was not frequent enough for me to be bothered by it).
The crash occurs randomly and I found no way to reliably reproduce it yet.
Using the following snapping settings to snap the selected object to the surface of another object.

The selected/active object that is snapped onto the surface usually is a freshly created primitive.
The object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans.
The mesh that I suspect caused the crash on hovering over it has mirror, subdiv, 2nd subdiv, 4x boolean, mirror and after modifiers about 130k triangles.
Most recent crash log:
[F_PMS_Jaguar_custom.crash.txt](F_PMS_Jaguar_custom.crash.txt)
The backtrace begins after spawning in a circle object, then holding CTRL and moving the cursor onto my target mesh.
It seems to occur in OpenSubdiv, which would make sense given my target snapping objects are usually subdivided.
I often have two subdivision modifiers on my objects and noticed severe slowdowns when editing a mesh with two of them rather than one.
Maybe that is related?
T96367 seems related but is apparently fixed | [
"Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n \n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n",
"Snap vertices with \"Closest\" is not acting as expected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.3\nWorked: 2.82a at least. Didn't check any 2.83 releases. \n\nSnapping to vertex when moving with \"Closest\" works as if \"Center\" is chosen when moving several vertices at once.[cubicle.blend](cubicle.blend)\n\n- In the attached file, go to edit mode with the selected cubic shape.\n- 3 vertices already selected, try to move them down on Z axis with snap to vertices, \"Closest\".\n- The expected behavior is that the vertex at the bottom among the 3 selected vertices, should be at the same position of the vertex I'm snapping to.\n\n#46892 (Snapping closest vertex with Pivot point set to Individual Origins)\n\n",
"Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)",
"Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n",
"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)",
"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",
"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",
"Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\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 Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"Absolute Grid Snapping Corner Cases\n# Absolute Grid Snapping Corner Cases\n\nSince 48ef0501b7 ([D910](D910)) Blender supports absolute grid snapping. While this works pretty well in basic cases, it still \"fails\" for some others. \"Failing\" as in - behaving not so nice UX wise. We'd like to get some user feedback on how people would expect this to behave.\n\n## Corner Cases:\n* **Rotating/Scaling:** In both cases we can't really snap to grid as a grid is only a locational characteristic. Current implementation falls back to the incremental calculation.\n* **Multiple Objects:** Editing multiple objects, the center of all objects is used for snapping. Maybe people would expect all objects to be snapped individually instead. This would influence the spacing between objects but if the user wants to keep this, he can still choose incremental snapping\n* **Non-Grid Aligned Transformation Orientations:** (e.g. Transformation Orientation set to \"View\") - If we force snapping to absolute grid we get same issue as with multiple objects: Spacing between objects may change during transformation",
"Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.",
"Sometime when using color picker, Cursor will snap to middle of the screen.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon RX Vega 64 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.1\nWorked: 3.4.1 work normal\n\nWhen click drag to select color on color picker sometime cursor snap into middle of the screen\nIt happened everywhere that you can use color picker\n\nOccurred on 3.5 and 3.5.1 \n\nJust click drag on color picker it randomly happened \n\n[Snap Demo - Factory Setting.mp4](attachment)\n\n",
"crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe",
"Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n"
] | [
"Random crashes with GPU subdivision on some NVidea GPUs\n|Graphics card:|Driver:|Operating system:|User:\n|---|---|---\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|Windows-10-10.0.19044-SP0|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|Windows 10|@The5\n\n\nBroken: version: 3.3.0\nWorked: ---\n\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe\n[intro.crash.txt](intro.crash.txt)\n\n\n- [needs further investigation]\n\n\n\n\n"
] |
Motion Blur in Optix creates artifacts while rendering image sequence
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15
Broken: version: 3.2.0 Alpha
This is happening to me long time already but I never could pinpoint it, like around 1% of frames are appearing to be glitched. I can't share the project but I will try to replicate it with another file and show you the details.
Turn on motion blur and render some animation
Also this bug is not always consistent
| [
"Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n",
"Flicker Volume Artifacts in EEVEE on RTX Cards by increasing samples\nOperating system: Windows-10-10.0.18362-SP0 64 Bits + Linux\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\nIt seems to be only on RTX Cards\n\nBroken: version: 2.83 - 3.1 (Seems to be worse since 3.0)\n\nWierd colorful artifacts every frame in volume in rendered footage from EEVEE (Not in viewport)\nBloom makes out of this artifacts a big glowing colorfull mess. \nWithout bloom you can see little white artifacts random generated around in Volume (like in old Films)\nif you have less Objects in your Scene. less Artifacts are their (Video 2).\nWhen you increase the sample rate more artifacts show up. You can use a sample rate like 1000 and you have Disco.\n\nIt is in every big volume scene (this isnt the only scene where these artifacts are. All of my scenes ,that have volume in it, have these artifacts (with bloom on, you can realy see the lightflashes)\n\nBug Report from Nvidia:\n3233904\n\nBlend file:[Scene Volume Moinster.blend](Scene_Volume_Moinster.blend)\n\n**Video much Stones (100 samples) :** [Bug wierd flikkering40000-0150.mp4](Bug_wierd_flikkering40000-0150.mp4)\n\n\n**Video less Stones (100 samples) :** [Bug wierd flikkering50000-0150.mp4](Bug_wierd_flikkering50000-0150.mp4)\n\n**Video less Stones (1000 samples) :** [Bug wierd flikkering6 1000samples0000-0150.mp4](Bug_wierd_flikkering6_1000samples0000-0150.mp4)\n \n**Other Examples:** [S1 new Exp0800-0950.mp4](S1_new_Exp0800-0950.mp4)\nI hope you can find the Problem\nThank you for your Time to make Blender better.\n**Thank you very much**",
"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",
"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",
"EEVEE: Volumetric simulation show ghosting in playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n",
"Checking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.80, 2.83.8, 2.92.0 Alpha c271600101, \nWorked: 2.79b\n[T82260_2.79_Sample.blend](T82260_2.79_Sample.blend)\n\nChecking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered. This issue is visible when using a fast moving emitter.\nRendering on the GPU or CPU doesn't seem to make a difference, the issue still occurs.\n\n - Open the attached .blend\n\n[T82260_2.92.0_Alpha_Sample.blend](T82260_2.92.0_Alpha_Sample.blend)\n - F12 to render.\n - Click on the Vector Blur pass checkbox.\n - F12 to render.\n - Compare the 2 render results.\nVector Pass unchecked\n\n\nVector Pass checked.\n\n\n[Desktop 2020.10.30 - 21.14.11.01.mp4](Desktop_2020.10.30_-_21.14.11.01.mp4)\n\n\n\n\n",
"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",
"Render Artifacts with SSS + Motion Blur + Use Spacial Splits\nWhen you have the \"perfect storm\" of Subsurface Scattering, Motion Blur, and \"Use Spacial Splits\" (Render>Performance) all applied to an animated mesh, the rendered image will exhibit some pretty severe artifacts and mesh cracking on certain frames of an animation.\n\nThe main issue appears to be related to \"Use Spacial Splits\"\n\nOpen the attached zip - watch the comparison video. Open the .blend file, hit F12 to render (frame 34 is a good example)[Spacial Splits +Motion Blur Artifact Bug.zip](Spacial_Splits__Motion_Blur_Artifact_Bug.zip)\n\n[Render Bug - Spacial Splits + Motion Blur + Sss-1.m4v](Render_Bug_-_Spacial_Splits___Motion_Blur___Sss-1.m4v)",
"Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)",
"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.",
"Viewport rendering bug : unable to make the render progress (infinite calculation)\nOperating system: Windows 11\nGraphics card: RTX 3090\n\n**3.0.1**\n\nI installed the latest studio drivers for the graphic card (28 january 2022 version), and then :\n\nI encounter a really strange bug when using the viewport rendering (with or without denoising) on some projects. This bug only happens on this new computer, not on my iMac.\n\nDescription : it's like the viewport rendering \"never stops\" and fails to progress. I see the object, but in the \"worst\" rendered version only. It doesn't progress at all and I can hear the graphic card working infinitely, trying to calculate it.\n\nThe bug is present both using CUDA and Optix. Notice that normal rendering works really fine.\n\nUPDATE : The bug is also present with an old version of the studio drivers.\n\nBlend file : [realistic-atom-1.blend](realistic-atom-1.blend)\n\n",
"Eevee 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",
"compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)",
"Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n",
"Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)"
] | [
"Persistent Data & Motion Blur cause some frames to look weird when rendering animation in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\n**System Information (@Alaska):**\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\n**Blender Version:**\nBroken version: 2.93.4\nBroken version: 3.0.0 Alpha\nWorked: Unsure\n\n**Short description of error:**\nI've been Rendering a 3000 frames animation and some frames look like this:\n\nor this:\n\n\n@Alaska :\nUpon further investigation it seems that the cause for this issue is a combination of `Persistent Data`, `Motion Blur`, and the rotation of the object which is causing this issue. If `Persistent Data` is off, the issue goes away. If `Motion Blur` is off, the issue goes away. If the rotation animation is removed from the affected objects, then the issue goes away.\n\n**Exact steps for others to reproduce the error:**\nTake one of these files and render out the animation and look at the final frames: \n[GRYC_Problem.blend](GRYC_Problem.blend)\n[#91487 - Simplified Scene.blend](T91487_-_Simplified_Scene.blend)\n[#91487 - Simplified Scene - 2.blend](T91487_-_Simplified_Scene_-_2.blend)\n\nSteps to reproduce are as follows accord to @Alaska \n1. Create a scene with an object.\n2. Enable `Auto key frames`.\n3. Select the object and press `Play` on the timeline.\n4. Start rotating the object by press `R` and moving your mouse, then take a short pause (half a second maybe), then move your mouse again to rotate again. Keep doing this until you're at the end of the time line.\n5. Render the scene in Cycles with `Persistent Data` and `Motion Blur` enabled and observe that some frames have artifacts, generally when rotation starts.",
"Persistent Data Causes Render Errors for Motion Blur\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.1 Release Candidate\nBroken: version: 3.1.0\nBroken: version: 3.0.1\nBroken: version: 2.93.8\nWorked: 2.92\nWorked: version: 2.83.18\n\nCaused by cedd8b8c56\n\nWhen using persistent data and motion blur, objects render black on the frame where they accelerate from rest,\nIt occurs when rendering Cycles on CPU as well as GPU.\n\n|Frame|Render Result|\n| -- | -- |\n|1|{[F12952892](0001.png) size=full}|\n|2|{[F12952894](0002.png) size=full}|\n|3|{[F12952896](0003.png) size=full}|\n\nFirst reported here #96818 and here #92208.\n\nRender frame 1, then 2, then 3. Turn off persistent data and try again. Observe the difference.\n[#96822.blend](T96822.blend)\n\n\n",
"Cycles animation rendering solid black objects happen. \nOperating system: Windows 10\nGraphics card:nvidia GTX770\n\n**Versions**\nBroken: 2.93, 3.0\n\nAfter cycles animation rendering I've found some frames have objects as solid black area (see attachments)[product 1 at --0001-0514.mkv](product__1_at_--0001-0514.mkv)\n\n\n\n\n\n\n\n\n\nRendered on cpu ryzen 5950x \n\nThis seems to be caused by combination of animation and motion blur, but when looking at curves, it seems that it should be rendered correctly.\n\n\n**Steps to reproduce**\n[#92208.blend](T92208.blend)\nOpen file and render animation. Object will be rendered black in one of 2 frames. May not be 100% reproducible, but with high probability.\n\n"
] |
Building with visual studio reports missing ffmpeg
windows build with visual studio
Build seems to be partially broken (for cmake) at least since november 2014
Blender can not find its own ffmpeg library.
This library is needed by default, and CMake reports back that the library is missing.
The problem remains even after updating the svn libraries.
The problem can be avoided by disabling 2 cmake build parameters:
```
Disable WITH_CODEC_FFMPEG
Disable WITH_IMAGE_REDCODE
```
build a fresh checkout on visual studio.
The error shows up during building.
It may still be possible that a prerequisite is missing.
Then this should be documented.
| [
"Random rectangles 'missing' when rendering with optix + motion blur\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 3.5.0\n\nEdit: I downloaded 3.5.1 and It still occurs there\n\nWhen I render a scene that uses motion blur with optix, there are randomly rectangles/sections where it skips straight to the background. Its random and only exists in some frames, and does not appear when using cuda. The object it appears on (or near) has motion blur disabled.\n\nIts very random and I'm not sure how to reproduce it in a simpler scene. I've had it happen in several different complex scenes and its always been an issue when ever theres an object that has motion blur disabled\n\nOptix with Motion Blur\n\n\nOptix without Motion Blur\n\n\nCuda with Motion Blur\n\n\n",
"Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n\nF12 on the outputless scene throws an error.\n\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.",
"Support for binding additional keys\nThere are keys which aren't included in Blender's keymap.\n\nHowever it doesn't make sense for us to include all possible keys, as there are many which don't make sense (system-wake, calculator, eject, brightness-up, ... [see a full list ](keycodes)).\n\nRecently we have added some keys which can be useful.\n\n- Application key (used for context menu)\n- F20-24 (for users to have keyboards with additional F-Keys).\n\nThis task is to keep track of other possible additions to the keymap.\n\nOpen Topics:\n\n- How to handle non US keymaps?\n - We could support binding raw keycodes *(so we don't need to expand our fixed table of keys to include keys from all keyboard layouts).*\n - We could support keyboard layouts, which all include the US keymap, extending on it for keys it doesn't include. This could be selected as a preference.",
"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",
"Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot",
"VSE snapping defaults\nSnapping status is stored in tool settings, but it is independent of global scene snapping status. Further snapping parameters are stored in `SequencerToolSettings`, since it is intended to be best suited for VSE workflow. \nCurrent snapping implementation is important also for new transform mode outlined in [D11805](D11805), which is still not finished tohugh. this is also VSE/NLE specific mode.\n\nSnapping was enabled by default because visually aids in strip positioning, while still allowing usual workflow. I have no strong opinion about default status here.\nScrubbing snapping - [D11745](D11745) should be subset of VSE snapping settings, and off by default, because it complicates usual workflow in that user can't smoothly scrub through entire timeline.\n",
"Refactor AssetCatalogservice\nAfter Blender 3.0 has been released, the `blender::bke::AssetCatalogService` class needs some refactoring. It has too many responsibilities in this single class:\n\n- Finding catalogs (by ID, by path)\n- CRUD operations on catalogs\n- Writing to & loading from disk\n- Undo/redo system\n- ... by the time you read this, likely more.\n\nOnce Blender has been released (or at least after the release branch has been created), there should be a better view on the necessary functionality, and a refactor of the code should be fairly straight-forward.\n",
"Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n",
"Library Override: Support editing of animation data in overriden data-blocks.\nA complete support of anim data edition in library overrides data-blocks is a rather complex and heavy task. Here is a proposed split of it into milestones. Please note that not all of those milestones will get a defined release targets yet.\n\n**Milestone 0 - Already in master**\n- [x] Add or replace the active action of an override data-block.\n\n**Milestone 1 - Minimal Viable Product - 2.92**\n- [x] Support **adding** new NLA tracks to overrides that already have animdata from their linked reference data-block, and make those new tracks fully editable.\n- [x] Enable overrides of some properties of existing animdata (like show/hide for NLA strips, tracks, fcurves, settings of drivers?).\n\n**Milestone 2 - Potential Extensions - ???**\n*Those will require #82160 (LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.) to be tackled first.*\n- [ ] Support **editing** of existing NLA tracks from the linked reference data-block, including adding/removing/re-ordering existing strips? Not sure how useful that would be in practice though.\n- [ ] Support adding/replacing FCurves in overrides of Actions and/or animdata (for drivers)? Same remarks as above.\n\n\n--------------------------------\n\n## Original report\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen animating armature override *that contains drivers*, actions added to NLA tracks are lost after saving/reloading blender file.\n\n\n1 - Load testCubeDriverNLA.blend (contains link to cubeRigDrivers.blend)\n2 - Use \"push down action\" from the NLA editor to add current \"ArmatureAction\" action to a new track\n\n3 - Save the file\n4 - Reload the file: the NLA track is lost\n\n\n\nBlend files:\n[testCubeDriverNLA.blend](testCubeDriverNLA.blend)\n\n[cubeRigDrivers.blend](cubeRigDrivers.blend)\n\n\n",
"\"Make Default\" option not registering file explorer Thumbnails on Microsoft Store Blender\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.63\n\nBroken: version: 3.5.1\n\nWhen installing Blender 3.5 from the official Microsoft Store, attempting to \"Make Default\" installation to get Thumbnails to show on file explorer does not work, even after restarting the OS and refreshing file explorer.\n\n\n1. Download Blender 3.5 from the Microsoft Store\n2. Load Blender > Settings > System > \"Make Default\"\n3. Open any .blend with a camera and save it\n3. Open Windows File Explorer > go to the .blend path > Right Click > View > Large Icons\nOR press Ctrl + Shift + 1\n4. Click F5 to Refresh directory view\n\n",
"Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n",
"Not optmized bpy.data.screens for some Workspaces in template files\nOperating system: Windows 10\n\nBroken: 2.93.0\n\nIn Blender, each workspace adds a screen struct at `bpy.data.screens`.\nFor instance, the \"Animation\" workspace adds a \"Animation\" screen at `bpy.data.screens[\"Animation\"]`.\n{[F10173259](workspace-animation.png), size=full}\nThat's the expected behavior.\n\nBut some workspaces, like \"Video Editing\", add an extra screen with generic names, like \"Default.024\" and \"Default.025\".\n{[F10173268](workspace-video-editing.png), size=full}\n\nLooking further, I could easily redo the \"Video Editing\" workspace from scratch with only one screen:\nCurrent: \nFixed: \n\nThere is no visual difference that could justify the extra screen.\n\n**Affected workspaces**\nNot optimized workspaces and the screens they add:\n| Workspace | Screen\n| -- | -- |\n| 2D Animation > 2D Animation | \"2D Animation\", \"Default.009\"\n| 2D Animation > 2D Full Canvas | \"2D Full Canvas\", \"Default.001\"\n| 2D Animation > Compositing | \"Compositing\", \"Default.016\"\n| 2D Animation > Rendering | \"Rendering\", \"Default.020\"\n| Sculpting > Sculpting | \"Default.012\"\n| Sculpting > Shading | \"Default.003\"\n| VFX > Compositing | \"Default.021\", \"Default.022\"\n| VFX > Masking | \"Default.025\", \"Default.026\"\n| VFX > Motion Tracking | \"Default.000\", \"Default.001\"\n| VFX > Rendering | \"Default.019\", \"Default.020\"\n| Video Editing > Rendering | \"Default.019\", \"Default.020\"\n| Video Editing > Video Editing | \"Default.024\", \"Default.025\"\n\n**Steps to reproduce the issue**\n* Delete all workspaces, and leave just \"Layout\"\n* File > Clean Up > Unused Data Blocks\n* Outliner > display mode \"Blender File\" > expand \"Screens\"\n* There should be only one screen called \"Layout\"\n* Add one of the affected workspaces\n* Check the new screens in the Outliner\n\n**Workaround**\nIt was easy to correct screen names, but I couldn't find a way to remove extra screens through the UI or bpy.\nEach copy of an affected workspace also duplicate the extra screen, and it can't be dissociated.\nSo I remade the affected workspaces from scratch using only one screen, and replaced the template files in:\n`{BLENDER_SYSTEM_SCRIPTS}\\startup\\bl_app_templates_system`\nIn my system it is in:\n`\"C:\\Program Files\\Blender Foundation\\Blender 2.93\\2.93\\scripts\\startup\\bl_app_templates_system\"`\n\nThe fixed files: [bl_app_templates_system.zip](bl_app_templates_system.zip)\n\n**Fixed workspaces:**\nOptimized workspaces and the screen they add:\n| Workspace | Screen\n| -- | -- |\n| 2D Animation > 2D Animation | \"2D Animation\"\n| 2D Animation > 2D Full Canvas | \"2D Full Canvas\"\n| 2D Animation > Compositing | \"Compositing\"\n| 2D Animation > Rendering | \"Rendering\"\n| Sculpting > Sculpting | \"Sculpting\"\n| Sculpting > Shading | \"Shading\"\n| VFX > Compositing | \"Compositing\"\n| VFX > Masking | \"Masking\"\n| VFX > Motion Tracking | \"Motion Tracking\"\n| VFX > Rendering | \"Rendering\"\n| Video Editing > Rendering | \"Rendering\"\n| Video Editing > Video Editing | \"Video Editing\"\n\n**The actual fix**\nIf this bug is confirmed, would it be enough to patch these files?\nI feel like the real bug may be what's causing a workspace to have extra screens.\nMaybe something that was fixed ages ago, but still after the templates were created? \nI couldn't reproduce the behavior of adding a new workspace with extra screens by copying a non affected workspace.",
"CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n",
"File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)"
] | [
"Building Blender in win 64 CMake with FFMPEG enabled\nOperating system and graphics card\nwin 64 getforce 550ti \n**Blender Version** 000dfc00 this is the stable version from blender.org but it does work with latest version \n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nEnable to configure blender file with CMake when FFMPEG enabled.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHere is a error that i m getting show.php?id=88356\n"
] |
3.0 optix denoise extremely buggy and laggy
Operating system: Windows-10
Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11
and NVIDIA GeForce RTX 2070 SUPER
Broken: version: 3.0 11/17
Optix denoiser is extremely buggy and laggy compared to 2.93.5 especially with albedo+normal mode new finding : this only happens when i enable both graphics card
[optix denoise extremely sluggish.mov](optix_denoise_extremely_sluggish.mov)
it's just a default scene with a plane
[untitled.blend](untitled.blend)
open this and turn on optix
| [
"GUI: The curser is heavily lagging if GSync is set to windowed and full screen mode\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 497.29\n\nBroken: version: Blender 2.79b up to Blender 3.0.0\n\nEverything is as expected if the mode is set to \"Fullscreen only\" (the default)\nBut as soon as you set to it to \"Window- and Fullscreen mode\" the mouse curser will lag heavily.\n\n\n1. Enable GSync\n2. Set it to \"Enable for windowed and full screen mode\"\n3. Save\n4. Open Blender and move the curser\n\n**Workaround** \nJust set it back to full screen mode only.\nOR\nIf you go to nVidia Control Panel > Manage 3d Settings > Program Settings.\n\nAdd Blender under Select Program To Customize. Changing to the following settings can fix it:\n\nMonitor Technology: Fixed Refresh\nPreferred Refresh Rate: Application-controlled\n\n**Desired behavior** \nA fluid curser on the screen even with \"windowed and full screen mode\" enabled",
"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",
"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",
"Dyntopo: Performance hit when moving the viewport\nOperating system: Win10x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90 f96a689b3be2 (much worse in 2.9)\nWorked: Unknown\n\nWhen I turn dyntopo on with a high poly count model, the viewport becomes extremely slow, even if I'm not sculpting and just rotating around.\nAs soon as I switch dyntopo off or switch modes, it's butter smooth again. Where I'm looking also seems to have an effect on framerate.\nWhy should a feature related to actual sculpting affect performance when just looking around?\nDyntopo ON 2.90:\n![2020-04-26 02.13.26 Blender_ [C__Blender_Sculpt Owl_Owl.blend].png](2020-04-26_02.13.26_Blender___C__Blender_Sculpt_Owl_Owl.blend_.png)\nDyntopo ON 2.82:\n\nDyntopo OFF 2.90:\n\n\nOpen a high poly count model\nGo to sculpt mode\nNotice viewport framerate\nTurn on dyntopo, nothing else\nFramerate is now much lower\nTurn it off and it's back to smooth\n(No actual sculpting was done)",
"Audio Scrubbing bug\nOperating system: Windows 10 64-bit\nGraphics card: RTX 2070 Super\n\nBroken: (2.90, 2.91, 2.92 Alpha, 3.0)\n\nEnabling \"Audio Scrubbing\" with \"AV-sync, Frame Dropping, and No Sync\" causes an issue with animations in the 3D Viewport and Timeline \n(AV-sync issue)\n1. Open a default Blender file.\n2. Create basic animation with any mesh, just something to show keyframe movement. Frames 1 - 250 should be enough for this procedure.\n3. In the timeline window, click \"Playback\" and switch \"Audio\" to \"AV-sync\" and enable \"Scrubbing\". A sound file is **not** needed for this step.\n4. Hit spacebar. The timeline cursor and animation should move as intended.\n5. Hit spacebar again to stop the timeline cursor and animation.\n6. Now the tricky part! Move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and the timeline cursor will not move. Yet, the \"FPS counter\" in the top left corner and the \"Anim Player\" icon will stay visible as if the animation is playing.\n7. Press spacebar to stop the \"ghost\" animation.\n\n(Frame Dropping and No Sync issue)\n1. Using the same file from above, add a sound clip in the \"Video Sequence\" editor.\n2. In the timeline window, click \"Playback\" and switch \"Audio\" to either \"Frame Dropping\" or \"No Sync\" and enable \"Scrubbing\". A sound file **is** needed for this step.\n3. Hit spacebar. The timeline cursor, animation, and sound should play as intended.\n4. Hit spacebar again to stop the timeline cursor and animation.\n5. Same as before, move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and timeline cursor will move but the sound will not play.\n6. Hit spacebar to stop the animation.\n\nWith both examples above, issues only popped up when \"Scrubbing\" was enabled. Disabling it did not produce the same results.\n\n\n",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Regression: Cycles environment map rotation is much slower in 3.5.1\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: 3.5.1\nWorked: 3.4.1\n\nEver since Blender 3.5, environment rotation in Cycles is much, much slower. See the attached video.\n\n1. In a new empty scene, add monkey.\n2. Set renderer to Cycles and enable GPU\n3. Set viewport mode to rendered and disable Scene Lights and Scene World\n4. Use rotation slider to rotate the HDRI map\nResult: The rotation is much slower and much laggier than in 3.4.1\nExpected: The performance is same as in 3.4.1\n\nI found out what causes it. The new Light Tree in Cycles appears to be on by default not only in new scenes, but also in older scenes opened in new version. It appears it causes significant performance overhead when transforming the environment map. So you don't even need to test between 3.4 and 3.5, just 3.5 alone with Light Tree ON/OFF.",
"Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n\nand in latest master this:\n\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.",
"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",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"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",
"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",
"Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n",
"Armature modifier slows down any transforms on an object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.92.0\n\nHaving the armature modifer on an object with a slightly high polycount slows down any transformations (move, scale, rotation) done to it in the viewport.\nEven with the modifier disabled in view still slows down its movement.\nThis slowdown is very impactful to the smooth playback framerate of projects.\n\nHere's a video of the steps (I started out in the default scene and deleted all the starting objects)\n0Bgx_1JEouc\n\n- Make a high poly mesh (Eg. Suzanne subdivided 5 times)\n- Add Modifier: Armature\n- Transform the high poly object (Mode, rotate ...) and note the delay in fps",
"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)"
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"Viewport performance slows down when using OptiX Denoiser on Windows machine with dual GPUs.\nOperating system: \nWindows 11 (Windows 10 has the same bug)\nGraphics card: \n2x Geforce RTX 3090\nGraphics driver\nNvidia Driver 511.65 / 511.79 / 472.12 ...\n\nBroken: \nBlender 3.10 05697470abd0d / All versions of 3.1, 3.0 and 3.2 are the same.\n\nWorked: \nBlender 2.90\n\nViewport render slows down when using the OptiX viewport denoiser with two GPUs enabled using OptiX.\nIf you check only one GPU, it will work at a normal speed.\n\nAs far as I know, it is a bug in Windows 10 and Windows 11, probably it works normally in Linux.\n\n1. Run Blender on Windows.\n2. Check the two GPUs on OptiX in Preferences.\n3. Turn on Viewport Denoiser (OptiX)\n4. Rotate the basic cube. It's slowly rendered.\n5. Uncheck one GPU. It works fast normally.\n\n[1.mp4](1.mp4)"
] |
All data passes are broken when occluded by an volume
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96
Broken: version: 3.3.0 Alpha
Open below file, go to the compositor and render frame 2. Click on each of the viewer nodes to see the issues. Volumes shouldn't affect data passes.
[volume breaks occluded data passes.blend](volume_breaks_occluded_data_passes.blend)
Example of position pass:

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"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",
"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)",
"Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n",
"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)",
"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)",
"EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n",
"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)",
"Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.",
"Noisy Mist and Depth Pass\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\n\nProbably related to the same issue described in #65887 and #66149, that when there is a transparency in the material the mist pass produces noise on the object using transparency.\n\nIn this issue, the Mist pass gets noisy once it reaches a volumetric boundary.\n\nThe same with the depth pass, but with normalized values.\n\nDenoising depth node seems to partially fix the depth problem, but denoising mist pass may result in washed out image if the mist is strong over an area with transparency, like grass or something\n\n\n\n- Open attached .blend file\n- Render (`F12`)\n- Check Misty or Depth (normalized) pass\n\n[Test.blend](https://projects.blender.orgattachment)",
"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",
"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",
"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) ",
"Cycles Passes - The Combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\n\nOpen the attached blend file.\n[Combined_Layer_Pass.blend](Combined_Layer_Pass.blend)\nAs you see Combined is unchecked in the View Layer Passes Data tab.\n\nHit Ctrl+F12 to render the Animation. The multilayer-exr is stored in the tmp folder.\nSee the multilayer-exr layers, the combined pass is stored within.\n\nSo the combined checkbox in the View Layer Passes Data tab isn´t doing anything if you check or uncheck it.",
"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)",
"Rendering errors with instanced volumes in cycles geometry nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0 Alpha\n\nRendering errors (and extremely slow rendering) occur in Cycles when instancing volumes using geometry nodes \n\nUsing the attached .blend, start rendering (either viewport or F12)\nFrom a startup file, add geometry nodes modifier to the cube, add \"instance on points\" node and \"volume cube\" node, attach input geometry to \"instance on points\"/points and attach Volume cube \"volume\" output to \"instance on points\"/instance.\n\n**More information**\nThis bug was re-creatable on a separate computer (vastly different specs), and does not seem to be localized to just this machine\nThe bug is achievable on both CPU and GPU compute, with both CUDA and OptiX for GPU, I was not able to test with HIP\n\n[volume-instance-bug.blend](volume-instance-bug.blend)\n"
] | [
"Volume affecting render passes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe render passes are being affected by the volume object when rendered in the same view layer. Specifically AO, Depth and Cryptomatte.\n\nThe file has two view layers, one called *Full* that includes a volumetric object, and one called *Simple* without volume.\n- Render the scene as provided\n- Check the compositor, the passes from the *Full* view layer look different to the passes from the *Simple* view layer even if volume passes are enabled.\n[FogTest.blend](FogTest.blend)\n\n",
"Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\n"
] |
All edges selected after bevel in edit mode
[system-info.txt](system-info.txt)
Dont know bug or ficha. In old versions in edit mod after bevel selecting only new edges. In blender 2.91 (2.9 not tested) - after bevel selects all edges, and its not useful absolutely
 | [
"Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n",
"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)",
"Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n\n\n\n\n\n\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)",
"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. ",
"unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)",
"Bevel Modifier and Normal Bevel Skews\nOperating system: Windows 10\nGraphics card: GeForce GTX 3080\n\nBroken: All Blender versions including the latest 2.92\nWorked: Probably on previous versions\n\nHello guys,\n\nThe Bevel modifier and the normal Bevel skews the higher the offset, and does not keep a similar thickness from the outside and inside wall.\nThe current \"solution\" is to bevel a plane and then add a Solidify modifier however the shape alters, which will require applying the modifier and further altering the shape, not allowing for modifier stack workflow. I asked a friend to try bevel in the same way in 3DS Max using my exported FBX and it beveled without skew.\n\nLoad up the scene and you will see the applied modifiers, some of the different offset types have less skew effect but ultimately they all skew quite extensively\n\n[Bug.blend](Bug.blend)\n\n\n\n\n\n\n\n\n\nAs you can see the right shape is only with a Bevel modifier, it keeps the top flush to the shape however gets severely skewed and does not keep a similar thickness on the more rounded off corners. The version with a Solidify is more accurate however does not keep the top part flush with the rest of the shape and requires further modifying and loosing the stack workflow.\n\n",
"bevel node is making entire material appear rough even when roughness == 0\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\nbevel node is making entire material appear rough even when roughness == 0\n\n[bevel breaks roughness.blend](bevel_breaks_roughness.blend)\n\nroughness == 0, bevel node attached\n\n\nroughness== 0, bevel node not attached.\n\n\nroughness ==0, bevel node attached but samples turned up crazy high\n\n\n",
"Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n",
"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",
"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)",
"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",
"Bevel modifier with many segments sometimes generates spikes\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83.0\n\nif a bevel modifier and a mirror modifier are added to an object,\na render error appears only in the mirrored object, depending on the number of bevel segments chosen.\nin the file appended, the glitch disappears as soon as the bevel modifier is applied.\n\n- Open attached file\n- increase or decrease the number of bevel segments until the error occurs.\nIt should be visible in the attached .blend file (the spike)\n\n[bevel_spikes.blend](bevel_spikes.blend)\n\n",
"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",
"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"
] | [
"bevel select adjacent faces after operation\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 7)\nWorked: blender 2.81\n\nbevel select adjacent faces after the operation.\n\nOpen the attached file, select all the edges and perform a bevel operation.\nAlso please take a look at the animated gif.\n\nThank you\n\n[sample.blend](sample.blend)\n\n\n"
] |
Wrong tooltip on library override transform
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09
Broken: version: 3.0.1
Worked: -

Link an object and then create a library override and move it.
Also, Ux regarding this: So you can't keyframe animate transforms on library overrides, because you can't see the dot?
| [
"Fix/Refactor NLA Track library override\nWhen refactoring the [NLA create track methods](104929), some questions came up about library overrides. \n\nMainly:\n1. What defines an NLA Track as a library override?\n2. What behavior differs when the NLA tracks in the Animation Data are updated (new track added, removed, ordered, etc)\n\n\nCurrently, every newly created NLA track has the [NLATRACK_OVERRIDELIBRARY_LOCAL](nla.c#L352) flag set by default. It's not super clear why this flag is set, or how it indicates a library override. \n\nThe second open question, is how a library override impacts the NLA tracks. [This comment](nla.c#L352) suggests that the library override tracks need to be grouped together at the front of the list, and anything local should be after that. The codes doesn't seem to enforce this however, as tracks can be inserted before/after each other, regardless of library override status. \n\n--- \n\n\n### Next step\[email protected] and I decided that we should open this discussion to the larger community for feedback. We'll be discussing this issue in one of the upcoming [Animation & Rigging module meetings]().\n\n",
"Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n",
"Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewport\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\nWorked: Never\n\nWith a linked override library with some driver on some linked object (render or viewport visibility), if you disable viewport visibility for one parent collection of that object, when the file went open again the changes made to the linked armature gets messy and a resync is needed.\nNote that it happens only if there is some driver on one of the linked objects.\n\n\nOriginal file:\n[override_driver_original.blend](override_driver_original.blend)\nLinked file:\n[override_driver_linked.blend](override_driver_linked.blend)\n\n - Open the file named \"override_driver_linked.blend\"\n - Move \"Armature\" somewhere\n - Enter in Pose Mode and move the Bone somewhere, exit from Pose Mode\n - Disable from viewport the parent collection, named \"Collection.001\" (Globally disable in viewport)\n - Save the file and exit\n - Re-open the file\n - Make the \"Collection.001\" visibile again, note that both the armature and the object are misplaced!\n - Enter in Pose Mode, note that the object move but the armature is still misplaced!\n - Make a Resync on the armature to replace all in the right position\n\n \n\n\n\n",
"Library overrides get reset when the linked file changes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\n\n1. Link a collection from a different file\n2. Override everything (selection & content & data etc down to the materials, so that materials have an O in front of them)\n3. Replace a few materials on some objects with new materials\n4. Go into the originally linked different file and make some changes to a mesh (and perhaps move some meshes to a different collection that's not linked)\n5. Open the files with the link in it\n\nResult:\n\nAll material changes have now been reset\n\nExpected:\n\nThe overriden materials should of course stay the same!\n\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",
"Outliner crash/assert when deleting an override on a mesh\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nOutliner crash/assert when deleting an override on a mesh\n\nIn a debug build:\n- open `main.blend`\n- clear the override on the mesh in the Outliner\n\n\nThere seems to be something wrong with updating the tree, it still wants to draw the mesh override?\n(tried some additional stuff with `DEG_relations_tag_update`, `outliner_cleanup_tree`, `BKE_view_layer_synced_ensure` in `id_override_library_clear_single_process` to no avail...)\n\n```\n==1574045==ERROR: AddressSanitizer: heap-use-after-free on address 0x61c00030490c at pc 0x00000b189b87 bp 0x7ffe8b70fea0 sp 0x7ffe8b70fe98\nREAD of size 4 at 0x61c00030490c thread T0\n #0 0xb189b86 in outliner_but_identity_cmp_context_id_fn /blender/source/blender/editors/space_outliner/outliner_draw.cc:1973\n #1 0xa1946d9 in ui_but_equals_old /blender/source/blender/editors/interface/interface.cc:732\n #2 0xa19822c in ui_but_update_from_old_block /blender/source/blender/editors/interface/interface.cc:967\n #3 0xa1a07ab in UI_block_update_from_old(bContext const*, uiBlock*) /blender/source/blender/editors/interface/interface.cc:1869\n #4 0xa1a1cea in UI_block_end_ex(bContext const*, uiBlock*, int const*, int*) /blender/source/blender/editors/interface/interface.cc:1964\n #5 0xa1a2cd5 in UI_block_end(bContext const*, uiBlock*) /blender/source/blender/editors/interface/interface.cc:2058\n #6 0xb1a58dc in blender::ed::outliner::draw_outliner(bContext const*) /blender/source/blender/editors/space_outliner/outliner_draw.cc:4097\n #7 0xb210d95 in outliner_main_region_draw /blender/source/blender/editors/space_outliner/space_outliner.cc:88\n #8 0x7025c43 in ED_region_do_draw(bContext*, ARegion*) /blender/source/blender/editors/screen/area.cc:539\n #9 0x42a3126 in wm_draw_window_offscreen /blender/source/blender/windowmanager/intern/wm_draw.cc:1000\n #10 0x42a482a in wm_draw_window /blender/source/blender/windowmanager/intern/wm_draw.cc:1166\n #11 0x42a78e4 in wm_draw_update(bContext*) /blender/source/blender/windowmanager/intern/wm_draw.cc:1564\n #12 0x428bfd8 in WM_main(bContext*) /blender/source/blender/windowmanager/intern/wm.cc:645\n #13 0x8ef1a5 in main /blender/source/creator/creator.cc:593\n #14 0x7f56eb04a50f in __libc_start_call_main (/lib64/libc.so.6+0x2750f)\n #15 0x7f56eb04a5c8 in __libc_start_main@GLIBC_2.2.5 (/lib64/libc.so.6+0x275c8)\n #16 0x8ee494 in _start (/build_linux_debug/bin/blender+0x8ee494)\n\n0x61c00030490c is located 140 bytes inside of 1712-byte region [0x61c000304880,0x61c000304f30)\nfreed by thread T0 here:\n #0 0x7f56f4cb9388 in __interceptor_free.part.0 (/lib64/libasan.so.8+0xb9388)\n #1 0x4278fad in MEM_lockfree_freeN /blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:104\n #2 0xdd817a in BKE_id_free_ex /blender/source/blender/blenkernel/intern/lib_id_delete.cc:170\n #3 0xdd9f4d in id_delete /blender/source/blender/blenkernel/intern/lib_id_delete.cc:366\n #4 0xdda2a9 in BKE_id_delete_ex /blender/source/blender/blenkernel/intern/lib_id_delete.cc:384\n #5 0xdda304 in BKE_id_delete /blender/source/blender/blenkernel/intern/lib_id_delete.cc:389\n #6 0xb1d5a80 in id_override_library_clear_single_process /blender/source/blender/editors/space_outliner/outliner_tools.cc:1489\n #7 0xb1da009 in outliner_liboverride_operation_exec /blender/source/blender/editors/space_outliner/outliner_tools.cc:1959\n #8 0x43624d5 in WM_menu_invoke_ex(bContext*, wmOperator*, wmOperatorCallContext) /blender/source/blender/windowmanager/intern/wm_operators.cc:1046\n #9 0x4362a0b in WM_menu_invoke(bContext*, wmOperator*, wmEvent const*) /blender/source/blender/windowmanager/intern/wm_operators.cc:1071\n #10 0x42b76d9 in wm_operator_invoke /blender/source/blender/windowmanager/intern/wm_event_system.cc:1530\n #11 0x42b943e in wm_operator_call_internal /blender/source/blender/windowmanager/intern/wm_event_system.cc:1731\n #12 0x42b96a7 in WM_operator_name_call_ptr(bContext*, wmOperatorType*, wmOperatorCallContext, PointerRNA*, wmEvent const*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:1779\n #13 0x42babf9 in WM_operator_name_call_ptr_with_depends_on_cursor(bContext*, wmOperatorType*, wmOperatorCallContext, PointerRNA*, wmEvent const*, char const*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:1972\n #14 0xa2348a7 in ui_apply_but_funcs_after /blender/source/blender/editors/interface/interface_handlers.cc:1038\n #15 0xa2c8f30 in ui_popup_handler /blender/source/blender/editors/interface/interface_handlers.cc:11657\n #16 0x42b0485 in wm_handler_ui_call /blender/source/blender/windowmanager/intern/wm_event_system.cc:818\n #17 0x42d0410 in wm_handlers_do_intern /blender/source/blender/windowmanager/intern/wm_event_system.cc:3319\n #18 0x42d17cf in wm_handlers_do /blender/source/blender/windowmanager/intern/wm_event_system.cc:3436\n #19 0x42dbd54 in wm_event_do_handlers(bContext*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:4063\n #20 0x428bfc0 in WM_main(bContext*) /blender/source/blender/windowmanager/intern/wm.cc:639\n #21 0x8ef1a5 in main /blender/source/creator/creator.cc:593\n #22 0x7f56eb04a50f in __libc_start_call_main (/lib64/libc.so.6+0x2750f)\n\npreviously allocated by thread T0 here:\n #0 0x7f56f4cba097 in calloc (/lib64/libasan.so.8+0xba097)\n #1 0x42796e2 in MEM_lockfree_callocN /blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:210\n #2 0x42646c0 in DNA_struct_reconstruct /blender/source/blender/makesdna/intern/dna_genfile.cc:1236\n #3 0x44e9d47 in read_struct /blender/source/blender/blenloader/intern/readfile.cc:1810\n #4 0x44f74ff in read_libblock /blender/source/blender/blenloader/intern/readfile.cc:2955\n #5 0x450125d in blo_read_file_internal /blender/source/blender/blenloader/intern/readfile.cc:3624\n #6 0x44d538b in BLO_read_from_file /blender/source/blender/blenloader/intern/readblenentry.cc:414\n #7 0x913295 in BKE_blendfile_read /blender/source/blender/blenkernel/intern/blendfile.cc:1014\n #8 0x4301733 in WM_file_read(bContext*, char const*, ReportList*) /blender/source/blender/windowmanager/intern/wm_files.cc:1024\n #9 0x430e599 in wm_file_read_opwrap /blender/source/blender/windowmanager/intern/wm_files.cc:2718\n #10 0x430f626 in wm_open_mainfile__open /blender/source/blender/windowmanager/intern/wm_files.cc:2841\n #11 0x430e957 in operator_state_dispatch /blender/source/blender/windowmanager/intern/wm_files.cc:2754\n #12 0x430f889 in wm_open_mainfile_dispatch /blender/source/blender/windowmanager/intern/wm_files.cc:2865\n #13 0x430ec2d in wm_open_mainfile__discard_changes /blender/source/blender/windowmanager/intern/wm_files.cc:2793\n #14 0x430e957 in operator_state_dispatch /blender/source/blender/windowmanager/intern/wm_files.cc:2754\n #15 0x430f889 in wm_open_mainfile_dispatch /blender/source/blender/windowmanager/intern/wm_files.cc:2865\n #16 0x430f8b6 in wm_open_mainfile_invoke /blender/source/blender/windowmanager/intern/wm_files.cc:2870\n #17 0x42b76d9 in wm_operator_invoke /blender/source/blender/windowmanager/intern/wm_event_system.cc:1530\n #18 0x42b959e in wm_operator_call_internal /blender/source/blender/windowmanager/intern/wm_event_system.cc:1765\n #19 0x42b96a7 in WM_operator_name_call_ptr(bContext*, wmOperatorType*, wmOperatorCallContext, PointerRNA*, wmEvent const*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:1779\n #20 0x42babf9 in WM_operator_name_call_ptr_with_depends_on_cursor(bContext*, wmOperatorType*, wmOperatorCallContext, PointerRNA*, wmEvent const*, char const*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:1972\n #21 0xa2348a7 in ui_apply_but_funcs_after /blender/source/blender/editors/interface/interface_handlers.cc:1038\n #22 0xa2c8f30 in ui_popup_handler /blender/source/blender/editors/interface/interface_handlers.cc:11657\n #23 0x42b0485 in wm_handler_ui_call /blender/source/blender/windowmanager/intern/wm_event_system.cc:818\n #24 0x42d0410 in wm_handlers_do_intern /blender/source/blender/windowmanager/intern/wm_event_system.cc:3319\n #25 0x42d17cf in wm_handlers_do /blender/source/blender/windowmanager/intern/wm_event_system.cc:3436\n #26 0x42dbd54 in wm_event_do_handlers(bContext*) /blender/source/blender/windowmanager/intern/wm_event_system.cc:4063\n #27 0x428bfc0 in WM_main(bContext*) /blender/source/blender/windowmanager/intern/wm.cc:639\n #28 0x8ef1a5 in main /blender/source/creator/creator.cc:593\n #29 0x7f56eb04a50f in __libc_start_call_main (/lib64/libc.so.6+0x2750f)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /blender/source/blender/editors/space_outliner/outliner_draw.cc:1973 in outliner_but_identity_cmp_context_id_fn\nShadow bytes around the buggy address:\n 0x0c38800588d0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c38800588e0: 00 00 00 00 00 00 00 00 fa fa fa fa fa fa fa fa\n 0x0c38800588f0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c3880058900: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c3880058910: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n=>0x0c3880058920: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c3880058930: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c3880058940: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c3880058950: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c3880058960: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c3880058970: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n==1574045==ABORTING\n```\n\n",
"LibOverride: Sanitize handling of library pointer in resync process.\n`BKE_lib_override_library_create_from_tag` takes an 'owner library' data, which is the library owning the currently resync overrides. However, `lib_override_library_resync` always calls it with nullptr library, and later reassign proper lib pointer...\n\nThis needs to be checked, there is likely better/more sensible and straightforward way to handle this. Also somewhat related to #107847.\n\n",
"VSE autokeying transforms in preview dont respect keyingsets\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never since autokeying came in ffd1a7d8c8\n\nVSE autokeying transforms in preview dont respect keyingsets\n\n(this report was split from #98015 (VSE strip transforms do not animate correctly and persist after clearing the animation) since multiple issues came up in that report)\n\n[VSE_keyframing.blend](VSE_keyframing.blend)\n\n- open .blend\n- create a keyframes for Position X/Y on frame 1\n- for **Position X** only: {key RMB} Add To `Keying Set`\n- in Scene Properties, Keying Sets panel, verify only `transform.offset_x` is in the Keying Set\n- in the Timeline, Keying popover, verify that that Keying Set is used\n- turn ON autokeying\n- in the Timeline, autokeying popover, enable `Only Active Keying Set`\n- go to frame 10\n- translate the image in the `Preview` again and confirm the translation\n- notice keyframes are created for **Position X as well as Position Y** (only Position X should be keyed though)\n\n\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)",
"Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)",
"Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n",
"Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)",
"Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.",
"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",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable."
] | [
"Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n"
] |
Blender Grease Pencil edit mode crash
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30
Broken: version: 2.92.0 Alpha
Worked: 2.92.0 Alpha (last version I tested didn't download any other builds until 11/18)
Blender crashes when changing the select mode for stroke points in grease pencil edit mode.
Add a grease pencil object > enter edit mode for said object > change the select mode for stroke points
video of steps:
[grease pencil crash.mp4](grease_pencil_crash.mp4)
| [
"No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?",
"Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas",
"Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)",
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"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)",
"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",
"Greasepencil effect error\nOperating system:windows10\nGraphics card:GTX1060\n\nBroken: 2.93\n\n\n\nIf Greasepencil enters a 3D object\n\n1, A small part of the BLUR effect will overflow and the join part will be a little transparent\n2.The FILP effect will lose part of the image\n3.The RIM effect will change as the 3D object changes.\n4.The shadow effect overlays 3D objects and is partially missing\n5.The wavedristution effect will overwrite the 3D object in horizontal mode.Vertical is normal\n6.The swirl effect will lose some of its effect and will overwrite the 3D object\n\n[rim.blend](rim.blend)",
"Crash entering editmode on an object with particles and ridgidbody parented to another rigidbody\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe hair particles are facing the opposite direction and blender crashes, trying to solve this.\n\n\n[Donut2-1.blend](Donut2-1.blend)\n\n[Donut2-1.blend1](Donut2-1.blend1)\n\nCreated a donut according to site watch?v=jNmnPXY9UQA\n\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\n\n",
"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",
"Pivot point \"Active Element\" not functional for grease pencil strokes\nBroken: 2.83.10\n\nPivot point setting \"Active Element\" is not functional when used for grease pencil strokes.\nThis mode is nice for foreward kinematic rotations of say legs.\n\n- Open attached file\n- In edit mode, select pressing shift to have selected points and one active.\nEven with pivot point set to \"Active Element\", notice that the Transform Gizmo does not jump to the last selected point (the active one).\n[pivot bug.blend](pivot_bug.blend)",
"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.",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe \n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"Grease Pencil sculpt tool affecting strokes behind camera\nOperating system: Windows 11 Home\nGraphics card: Nvidia GeForce MX350\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\nWorked: ?\n\nIf the 3D view camera has strokes in front of it (visible on screen) as well as behind it (not visible on screen), in Grease Pencil's Sculpt Mode, using the grab tool will affect not only the strokes that you can see, but also the ones behind the camera that you do not see.\n\n1. Move the Camera object to the origin\n2. Create an empty Grease Pencil object\n3. Place the 3D cursor a little bit in front of the Camera object, set the Stroke Placement to 3D Cursor and the Drawing Plane to View. Align the 3D view to the active camera object.\n4. Draw some strokes, make sure to cover a good portion of the screen. The strokes will be visible.\n5. Rotate the active camera object around the Z-axis 180 degrees. Move the 3D cursor to again be a bit in front of the camera and make sure the 3D view is aligned to the active camera object again.\n6. Draw some more strokes. They will be visible, while the strokes from before are now no longer visible since they are behind the camera.\n7. Go to Sculpt Mode and select the grab tool.\n8. Grab and manipulate some strokes that you can see.\n\nExpected outcome: only the strokes from step 6 are manipulated, and the ones from step 4 are not.\nActual outcome: both the strokes from step 6 and step 4 are manipulated.",
"Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ"
] | [
"GreasePencil: Crash when changing to Vertex Color mode in Draw mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.90.1\n\n---\n\n## Short description of error\nCrash when changing to Vertex Color mode in Draw mode.\nOccurs in Blender 2.92.0 Alpha and 2.91.0 Beta.\n\n---\n\n## Exact steps for others to reproduce the error\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **2.92.0 Alpha**\n - Default scene.\n - Create a __Grease Pencil Blank__ ,go into __Draw mode__ and change to the __Vertex Color mode__, then make a stroke\n\nBelow is a simple file in which the default cube is deleted and having a __blank Grease Pencil object__ in __Draw mode__:[untitled.blend](untitled.blend)\n\n\nCrash should be able to reproduced by turning on the __Vertex Color mode__."
] |
Shading ruined in sculpt mode when undoing an action
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09
Broken: version: 3.2.0 Alpha
Undoing an action doesn't fully work. The shading is still a little bit off. As if we were undoing 95% of the previous action.

Here are the exact steps in video: dFquxU-W0_0
Based on the startup file
| [
"Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart",
"Curve sculpting: occlusion by hidden parent makes the curves unresponsive to brushes.\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nSculpting the curves is not possible when hiding the parent and \"occluding\" the curves with the now invisible parent.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd empty hair to the cube.\nAdd curves in sculpt mode.\nHide the cube.\nTry to sculpt the curves from the other side of the cube. \nDragging from inside the hidden cube and dragging from outside the hidden cube give different results, when it feels like it should not.\n\n",
"Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n",
"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",
"The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n",
"Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n",
"Grease Pencil - A corrupt Sculpt > Push brush is created when undoing a mode change\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.90.0 Alpha\n\nA corrupt Push brush is created when I undo a Draw -> Sculpt mode change.\n\n* File > New > 2D animation\n* Change from draw to sculpt mode\n\n* Edit > Undo (the mode changes back to draw mode)\n* Change again to sculpt mode as before\n* A new corrupt Push brush has appeared called F Push (instead of F Push Stroke), and is selected. It has no thumbnail. It is missing the usual UI elements of the Push brush, like strength. See screenshot.\n \n\n",
"Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.",
"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",
"Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n",
"Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)",
"Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)",
"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)",
"Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n",
"Viewport x-ray shading slider flipped\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nViewport x-ray shading slider flipped\n\nI think this is ment to work the other way round, isn't it?\n"
] | [
"Invalid normals after undo in sculpt mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\nBroken: version: 3.1.0 Alpha\n\nCaused by d9c6ceb3b8\n\nWhenever sculpting some actions do not update the normals of the surface while others create weird visual glitching.\n\n\n[#95185.blend](T95185.blend)\n- open file\n- enter sculptmode\n- do random stroke with the pose brush\n- undo\n- observe normals not updating correctly\n\nbefore\n\nafter\n\n---\n\nExamples are:\nCtrl + z after pose brush\n\n\n\n\n\nProjection brush and ctrl+z projection\n\n\n\n\nmesh fairing and ctrl+z the mesh fairing\n\n\n\nThe normals only update if the region is interacted with again with another brush. Leaving sculpt mode gets back to normal, but entering sculpt mode again brings the weird normals back"
] |
UI text rendering is not working properly with "Japanese" language settings
Operating system:Mac OS Catalina 10.15.4
Graphics card: Intel UHD Graphics 630 (1536MB)
Broken: 2.83.1 LTS
Worked: 2.82 or older
Japanese language UI text won't rendered properly.
1) Go to : Preferences > Interface > Translation
2) Change "English" to "Japanese"
3) Japanese UI text won't rendered properly, texts scattered here and there.
 | [
"Blender's search in data-blocks is case-sansitive in cyrilic letters\nUbuntu 14.04\n\nBroken: 2.73\n\nSupporting of Utf-8 characters chars in names of objects and data-blocks are not completely done. While searching, uppercase and lowercase letters in the Cyrillic alphabet are considered as different letters. \n\nHere is the test file [casetest.blend](casetest.blend)\n\n\n\n\n",
"[Parent Task] Fix UBSan issues\nAt @ideasman42's suggestion, I'm creating this as a parent task to resolving all the low-hanging fruit issues caught by Undefined Behavior Sanitizer. Most of these that I have personally found have been alignment issues but UBSan covers a wide range of conditions.\n\nBeyond making Blender possibly more performant and/or stable, the primary goal is to reduce noise from UBSan output for easier debugging. **This is a low priority task!**\n\nCurrently know related tasks include:\n- [x] [D14798](T97691: RNA function call args alignment issue (resolved)\n- [x] #81340: UBSan: several runtime errors at launch (found in issue search, status unknown.)\n- [x] [D15390](D15390): GL offset pointer calculated as index into null array pointer (fix approved pending merge)\n- [ ] #97693: Unexplained `sizeof(void*)*2` alignment requirement on `blender::deg::OperationNode` instances (Archived but unresolved)\n- [ ] [D15262](D15262): Alignment issue with `Icon_Geom->colors` buffer\n- [ ] #99385 (Ubsan invalid vptr errors in TBB)\n",
"2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)",
"Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\n\n",
"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",
"ALT and ALT GR are not the same in Spanish Spain keyboard distribution\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn english keyboard distribution, ALT and ALT GR is the same key, for example, ALT+M to Merge is the same for the ALT GR+M, so much comfortable to use with the left hand, but if I change they Windows key distribution to Spanish (Espanol Espana) ALT GR + M won't work, only works ALT + M, and If I change into Blender preferences the keymap for ALT + M to ALT GR + M, it works, but it shows as CTRL + ALT + M and left ALT + M won't work again only works ALT GR + M.\n\nI'm working with Spanish key combination in windows 10\n\nUsing Spanish Spain Windows keyboard distribution, select 2 vertices in edit mode, press ALT GR + M, it won't work, go to Preferences, Keymap, search for ALT M Key-Binding and change Merge under Mesh to ALT GR + M.\n\nIt will work, but ALT + M won't work again and in keymap will show as CTRL + ALT + M.\n\n",
"Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n",
"The Arabic language appears reversed\nBroken: 2.79, 2.80, 2.81, ...\n\nThe Arabic language appears reversed\n\n\nExample text: القرآن",
"The Chinese input method does not work properly when searching\nOperating system: windows11 home\nGraphics card: RTX2060\n\nBroken: 4.0.0-alpha+main.24fe81e602a8\nWorked: 3.6.2\n\nThis is related to a previous problem:(93421)\nLet me describe the process:\n1. Make sure that the IME is off, otherwise the shortcut key is not available\n2.Shift A\n3. I tried to search for Chinese, but because there is a certain probability that IME cannot be automatically opened at this time, I can only enter letters directly\n4. I had to delete the letters that had already been entered (and enable IME manually if IME was not automatically turned on) before I could enter Chinese normally\n\nIf this problem can't be solved in a short time, perhaps offering an option, in the 4.0 version you can still use the old search button, as in version 3.6?\n\n",
"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",
"Info log popup on the status bar displays large messages incorrectly\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0\nWorked: Probably never\n\n\nWhen a large report is submitted to the info log, the pop-up message indicator displays an enormous empty space. Ideally, this should display a truncated amount of text from the first line of the report.\n\n\n\nIn addition, it appears as though it is attempting to display the newline (`\\n`) character (I wrote out `\"Foo\\nBar\"` to the log).\n\n\n\n[lorum.mp4](lorum.mp4)\n[infobug.blend](infobug.blend)",
"Regression: Themes: Highlight color in the text menus\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6.2\n\nThe highlight color is not longer adjustable by the Selected color in the User Interface / Menu Item panel. But changes with the Inner color. This breaks theming.\n\n\n- Enter Preferences. \n- Navigage to Themes tab, User Interface, Menu Item panel.\n- Play around with the Selected and Inner color\n\n",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"VSE: Wrap Width different between preview and render\nOperating system: Linux-5.15.0-30-generic 64 Bits\nGraphics card: NVIDIA GeForce GTX 650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: 3.2, 3.3 alpha\nWorked: 3.0.1\n\nThe text doesn't wrap the same way in the VSE preview and in the actual render. This changes randomly depending on the render size\n\n\n\n\n[textVSE.blend](textVSE.blend)\n\nI suppose one needs the right mix of text length, Wrap Width, and Font Size for the bug to show up. In my example file, rendering at 50% goes wrong but at 100% it's fine. When I came across this by accident, it was the opposite. \n\n",
"Improve Render Region Border UI (show/hide the control gizmo)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nRender Region UI control elements are active only after drawing in empty scene or after deleting any object in scene.\n\n1. Create new file and delete all objects in scene.\n2. Draw Render Region border (View --> View Regions --> Render Region or press CTRL+B).\n3. By dragging UI controls adjust Render Region border size.\n4. Add couple of objects to scene and draw Render Region border - UI controls aren't active now.\n5. Delete one of the objects and adjust Render Region border size.\n\n[DGSu5HJRQg.mp4](DGSu5HJRQg.mp4)\n\n"
] | [
"Mac version Chinese Language missing Text\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-14.4.23\n\nBroken: version: 2.83.1\n\nUsing Chinese (Both Traditional Chinese and Simplified Chinese) interface will cause a lot of text missing on the button or scrolling list on Mac (macOS Operating System )\n\nSwitching Language to Chinese on Mac version will cause Text missing\n(Comparisons are Attached files)\n\n\n\n"
] |
Mesh displacement update in eevee/cycles
Operating system: Windows 10
Graphics card: GeForce GTX 1070
Broken:
version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 00:46, hash: 4c31bed6b46, type: Release
build date: 29/11/2018, 17:09
Worked: (2.7)
In cycles or eevee, when i change a value of a parametric texture that is being used as a displacemen map (geometric modifier), that change only occurs if i reload the texture. (i must click the name of the texture again). In blender 2.7 is realtime.
Thank you for an amazing software! | [
"Architecture Texture Coordinates in Cycles\nHello dear Cycles team and developers :)\n\nI've been working in an archiviz project and stumbled upon a short come of Cycles: we don't have a straightforward way of setting world-based-dimensioned textures . This is a must for architecture, and I can give a few real-world use cases if requested.\n\nAs a Blender user I came up with a node system that can handle this. You can check my approach here: ?p=1198. Basically what this does it to take the Object texture coordinate and transform it based on the face normal (so we have an unstretched mapping for X, Y and Z).\n\nAs a Blender/Cycles developer I think we can do even better, and have this feature into master once we agree on the design and approach for the implementation.\n\nI wonder why this never came up before as an issue. As a side note, if you read the Expose 3D Blender migration post on BlenderNation () you will find that they consider the \"Lack of architectural UV mapping\" as the number one \"flaw\" of Cycles rendering.\n\nMy initial suggestion would be to have a Node where you could control (via socket input) the offset, scale and rotation of the texture. At first I would like to keep it simple and have offset to be a Vector(2), Scale to be a Vector(2), and Rotation to be a Float. In other words, I wouldn't bother with having per-axis nitty-gritty control. Also, the object size should NOT affect the texture size (unlike my original approach, or even the one from the \"Sure UVW mapping” addon used by the Expose 3D team). I'm not sure if this last bit is possible though.\n\nAny thoughts?",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n",
"Cycles doesn't refresh after changing color space of the image texture node in 3.0 beta.\nOperating system: Win10 20h2\nGraphics card: RTX 3090\n\nBroken: 3.0 beta Nov.22th daily\n\n[Color Space.mp4](Color_Space.mp4)\n\nUse image texture node to import a image. Changing the color space, cycles refreshes. \nLoad another image, it still works. \nBut after using the drop down menu to load back the previous image, it doesn't work any more.",
"Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)",
"Displacement baking with Cycles\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",
"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",
"Remesh Modifier in Voxel mode produces surface artifacts when Adaptivity enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: \n - 2.83.9\n - 2.91.0 Beta\n - 2.92.0 \nWorked: never\n\nRemesh modifier produces artifacts on mesh which look like a result of bad triangulation.\n\n1. Open attached blender file\n2. Open modifier panel and select testMesh\n3. Change adaptivity value from 1 to 0 cm and back\n4. Observe black shading artifacts \n[remesh_bug.blend](remesh_bug.blend)\n",
"Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.",
"Vertex flickering on high grid density mesh \n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen a relatively high grid density is reached the vertices flicker\n2.81 does not have such problems\nThe method of creating a dense grid does not make a difference\nlrehEGrTkCXMvQ\n\n\nOn default cube, tab. (edit mode)\nright click on cube, subdivide. \nadjust last operation, cuts = 20. shake mouse to see glitches.\n {[F8414482](Скриншот_16-03-2020_133135.png), layout = inline}{[F8414484](Скриншот_16-03-2020_133204.png), layout = inline}\nvideo: [F8414488](Видео_14-03-2020_23_11_01.mp4)",
"Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n\n\nUnexpected boolean difference:\n\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n",
"Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n\n\n",
"Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)",
"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",
"EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n"
] | [
"Displace Modifier Viewport Update with Texture (Generated)\n1080TI windows 10\n\n2.80, 2018-11-29 15:57, 26d5a3625ed Blender 2.8 Beta\n\nWhen 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.\n\nOpen a new file.\nAdd a plane.\nAdd a displace modifier.\nAdd a cloud texture to this.\nChange the size of the cloud texture, observe viewport.",
"Displace modifier: Displacement texture doesn't update automatically\nOperating system: Linux Mint 19 Tara\nGraphics card: Nvidia GeForce GT 630\n\nBroken:\n2.80 (sub 35), branch: blender2.8, commit date: 2018-12-01 23:15, hash: 8c620c8e2b3, type: Release\n\nDisplacement texture doesn't refresh the result automatically\n\n\n\nTry to change the texture settings. You will have to go back to the modifier tab, tick something inside the displ. mod. field in order to make blender update your texture.",
"Modifier texture changes don't update the modifier stack\nOperating system: Xubuntu 18.04\nGraphics card: Nvidia Titan X (Pascal)\n\nBroken: 2.80 26d5a3625ed\nWorked: Never in 2.80 Alpha\n\nWhen creating a modifier with a texture in it (ie. Displace), changing of any of the parameters of the texture does not update the object's modifier stack.\nEither jiggling a value in one of the modifiers or entering and exiting Edit Mode propagates the changes.\nTesting shows that every modifier that supports textures has this issue.\n\n\n- Create plane with subdivisions\n- Add displace modifier\n- Create new texture in modifier\n- Change texture to any procedural one (Clouds, Distorted Noise, Voronoi, etc.)\n- Adjust values in texture settings\n\n[280_mods_tex.blend](280_mods_tex.blend)",
"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)"
] |
WM error when Custom props with Float Array DISTANCE subtype is used.
Operating system: Any
Graphics card: Any
**Blender Version** Any including 4.0
Broken: Traceback error when subtype is a working yet unsupported type.
When you click on the cog to edit custom properties that have the DISTANCE subtype there is a Python traceback error.
```
Error: Python: Traceback (most recent call last):
File "bin\RelWithDebInfo\4.0\scripts\startup\bl_operators\wm.py", line 1920, in invoke
self._fill_old_ui_data(item, name)
File "bin\RelWithDebInfo\4.0\scripts\startup\bl_operators\wm.py", line 1669, in _fill_old_ui_data
self.subtype = rna_data["subtype"]
File "bin\RelWithDebInfo\4.0\scripts\modules\bpy_types.py", line 908, in __setattr__
return setattr(properties, attr, value)
TypeError: bpy_struct: item.attr = val: enum "DISTANCE" not found in ('NONE', 'COLOR', 'COLOR_GAMMA', 'EULER', 'QUATERNION')
```
- Open attached .blend file with object loaded with custom props on the object.
- Try edit any custom properties with distance units
Solution: Enable the Distance or Translation subtypes as seen in the FloatVector Subtype page:
[](property_subtype_number_array_items.html#rna-enum-property-subtype-number-array-items)
| [
"custom keymap anim.channels_find parameter (Query) isn't used\nOperating system: windows \nGraphics card:\n\nBroken: 293.1\n\n\nCustom query isn't used when opening channels find menu. I would like to have the query included in the search field\n\n\n\n\n\n\n1. Adding a hotkey for anim.channels_find operator with custom query (location) \n2. Press new hotkey in graph editor\n3. Observe empty query field\n\n\nIdeally I would like to execute this command: \n```\nbpy.ops.anim.channels_find(query=\"rotation\")\n```\ndirectly by pressing the hotkey\n",
"Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.",
"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)",
"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)",
"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",
"WARN (bpy.rna) current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1339 pyrna_enum_to_py: current value '3' matches no enum in 'SpaceProperties', '(null)', 'context'\n```\nwhen first time run the script below, it will get error`item.attr = val: enum \"MATERIAL\" not found in ()`\nbut when the property panel is exist (run the second time), it works. \nIt is an updata bug for the panel? How can I solve this problem or skip it?\n\n\n```\nimport bpy\n\narea_props = bpy.context.window_manager.windows[-1].screen.areas[-1]\narea_props.type = 'PROPERTIES'\nprint(area_props.spaces[0].context)\narea_props.spaces[0].context = \"MATERIAL\"\n```",
"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.",
"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)",
"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)",
"Ghost / False Node inputs\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.1, 3.2, 3.3\n\nWhen the output type of a node changes:\n\nVector Math multiply (vector output) ----> Vector Math distance (float output)\n\nIt causes the node that has the changing type as it's input to be in a bugged state.\n\n* Open .blend file\n[ghost_inputs.blend](ghost_inputs.blend)\n* Change the multiply to distance (easiest one I could think of)\n* The other math node will be in a messed up state\n\n* You can even drag from the ghost input and you will be able to see that Blender thinks it is still connected.\nThanks!",
"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)",
"(Unneccessarily) restricted execution in scripted expression drivers (using e.g. \"self\", \"bpy.data\")\nOperating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.0\n\nself causes error in scripted expression drivers\n\nIn scripted expression drivers using expression \"self.location.x\" from Blenders manual and \"self.location[0]\" from online examples both fail with \"ERROR: Invalid Pythpn expression\".\nI have enabled \"Use Self\" in driver and \"Auto Run Python Scripts\" in preferences\n\n",
"Custom Nodes customizable Header for the Node Editor\nHi\n\nThis is a follow up from my closed design task:\n 104066\n\nAs @brecht suggested the best way will be to create a dedicated function that every addon can use to customize the header. \n\nI'm going to investigate if it can be donein `release/scripts/modules/bpy_types.py`.\n\nI hope I can get it done this time. \n\nCheers, \nDavid\n\n",
"gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n",
"Custom property settings not preserved when changing its type\nBroken: version: 3.0.0 Alpha\n\n- Add integer property to default cube with a custom min/max/default value, and Is Library Overridable enabled.\n\n- `C.object['prop'] = 2.0`\n- The property's settings are all lost.\n\n\nIIRC, before the refactor, an integer property could have floats as its min/max so this would be allowed. Might be a bit of a pain point with the new system, but I think doing a best effort conversion between types would be nice when possible (even if some data is lost going from float to int, losing some data is better than losing all data).\n\n[#91256-2021-09-08_12.54.49.mp4](T91256-2021-09-08_12.54.49.mp4)\n\nTest File:\n[#91256.blend](T91256.blend)"
] | [
"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."
] |
Face dots visibility problem
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 53)
Worked: (optional)
I see back face dots, but I can't select them from this position. I know, that this is ho it works from this view, but in my opinion these back dots must are invisible right?

| [
"Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.",
"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",
"Reflection of smoke on object surface has white box surrounding \nOperating system: win10\nGraphics card: GTX TITAN X\n\nBroken: (2.82, 2.83.10, 2.9, 2.91)\nWorked: (none)\n\nReflection of smoke on object surface has white box surrounding when a back light is added.\n\nLooks fine with front light only\n\n\n**With back light added:**\n2.83.10: Domain Empty Space = 0\n\n\n2.83.10: Domain Empty Spcace = 0.000001\n\n\n2.91: Domain Empty Spcace = 0\n\n\n2.91: Domain Empty Spcace = 0.000001\n\n\nSet shot with back light highlighted\n\n\nbake domain and render at around frame 200+ (when smoke touches the black object)\n\n[TEST.blend](TEST.blend)",
"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",
"UI: In Preferences, Invisible Execute Region in Nav_bar, blocks resize of area.\nBroken: 957b4547ae, 6b082278d1\nWorked: never?\n\nWhen you try to resize preferences, you grab the execute region edge instead(Only for nav_bar side).\nThe default state, has the area open but invisible. Blocking resize.\n\nSeparate preference window, does not have a problem.\n\n[2019-05-10 09-01-29.mkv](2019-05-10_09-01-29.mkv)",
"Solid Viewport Transparency Artifacts/Dots\nOperating system: Windows 10 Home Build 19044\nGraphics card: iGPU on Intel Core i7 1185G7 (Iris Xe Graphics)\n\nBroken: 3.1.2\n\nI downloaded a 3D model from TurboSquid of an Aston Martin Vantage (the model is free, [find it here ](3d-aston-martin-s-1685480)) and the viewport has strange dots at object edges when looked at through the partially transparent glass. I tracked the issue down to the alpha of the Glass material in `Properties > Material Properties > Viewport Display`, the dots only appear when the alpha value is not 0.0 or 1.0.\n\n - Open `TransparencyBug.blend` or `astonAston MArtinV12 Vantage S 2016 .blend` (files at the bottom)\n - Set Viewport Shading to Solid\n - Set transparency of Transparent or Glass material (Properties>Material Properties>Viewport Display, select Transparent or Glass material) to some decimal value other than 0.0 and 1.0\n - Dots appear at edges of materials looked at through transparent objects\n\n\n**Images**\n\nastonAston MArtinV12 Vantage S 2016 .blend:\nAlpha 1.0: \nAlpha 0.201: \nAlpha 0.0: \n\nTransparencyBug.blend:\nAlpha 1.0:\nAlpha 0.5: \nAlpha 0.0: \n\n**Affected Files**\n[TransparencyBug.blend](TransparencyBug.blend)\n[astonAston MArtinV12 Vantage S 2016 .blend](astonAston_MArtinV12_Vantage_S_2016_.blend)",
"UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)",
"Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).",
"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)",
"outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n",
"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",
"Set normals from faces should respect sharp edges\nMac OS Sierra\nRadeon Pro 580\n\nBroken: 2.78.5 66383ea206 \n\nSet normals from face effects faces across edges set to sharp. It would make more sense and be more useful if it would respect those edges IMHO.\n\nCreate a cube\nBevel edges across one axis with one segment and mark the caps to sharp in the edge menu\nTurn on auto smooth and set the angle to 180.\nSelect the smooth large faces and \"Set normals to face\" to move the smoothness to the bevel.\n\nThe caps should confinue to be flat since all there edges are marked as sharp.\n\n\n\nI really like this functionallity and I only want it to improve :-D\n\n\n ",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"UV: (investigate) Render UVs of selected object in UV Editor while in Object Mode\nCurrently, the UV Editor only works while in \"Edit\" mode.\n\nHow firm is that restriction?\n\nIt would be nice if we could view UVs in the UV editor, even in \"Object\" mode.\n\nIf would be even nicer if we could use the basic edit tools, such as move, scale and rotate on those UVS, again, even in Object mode.\n\nUVs can be generated and adjusted procedurally, but there's no good way to see them. It would be nice to allow displaying (not editing) evaluated UVs. Combined with features like visualizing overlapping faces, this could save a lot of time.\n\nThis is an *investigate* task, to see if such a thing is even possible. If we discover it's possible, we'll then need to decide if it's desirable.\n\nThanks @BlenderBob for the inspiration!\n\n",
"Overlay center face doesn't work properly in ortographic mode\nOperating system: Windows 10\nGraphics card: RTX2060 Super\n\n\nBlender doesn't hide properly the center face in ortographic mode, showing the center until 0.17 units of deep.\n\n\nTo reproduce\nCreate a monkey mesh, enter in edit mode, activate face center overlay, change the view to ortographic."
] | [
"Face Dots in front (X-ray) Visual Glitch\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nEnable Faces (Highlight selected faces) in Orthographic view and you will see all faces, not the faces taht is in front of the model\n\n1. go to Edit mode and open the Vievport overlays\n2. select the Faces (Highlight selected faces)\n3. press numpad 5 to go to edit mode\n4. now all the Faces is in front (x-ray mode) and you can't select anythem.\n\nI need to use the faces dots for modeling adn make sure I don't make dual verts when I extrude\n\n[X-ray glitch1.blend](X-ray_glitch1.blend)"
] |
imported .obj file fails to show if it contains no faces
Operating system: Linux-5.0.0-15-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Mesa DRI Intel(R) HD Graphics (Whiskey Lake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2
Broken: version: 2.80 (sub 74)
Worked: (optional)
If you import an wavefront .obj file which has no faces defined,
upon import the object will not be shown.
Only after switching to edit mode, and then back to object mode, the imported object will be shown correctly.
import waveform obj file that has no face defined.





| [
"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)",
"Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)",
"EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n",
"Bake's Ray Distance only considers one side of the face\nOperating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67\n\n\nBroken: version: 2.80 (sub 74)\n\n\n[video demo ](watch?v=9CduQ7AFsVk)\nWhen trying to bake a normal mapped plane, or full geometry to another object, the bake will 'go through to the other side'\n\nUnless a solidify mod is added to the active.\n\n\nThis is because 'Ray Distance' affects only one side of the face.\n\n\n* open attached blend file\n* notice the solidify mod on the object we want to bake to\n* bake either or both of the two smaller objects to the cube (it should work fine)\n* turn off the solidify mod, and bake again and bake (the results should appear on the opposite side)\n\n[baking_requires_solidify.blend](baking_requires_solidify.blend)\n\n",
"UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)",
"UV unwrap: pinning faces in an island causes other islands to have the wrong scale and fill the whole map\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWhen unwrapping, if you pin some faces in an island, then the other islands will not be in the same scale anymore, they will fill the whole map instead of remaining in the same scale.\n\n- before unwrapping any object, add some seams around a few faces so that this area will have its own small island in the UV map\n- unwrap the object. You should now have a main island, and a small island in the UV map\n- pin a few faces of the main island in the UV map\n- unwrap the object again. Now the small island will fill the whole map or be way too large, instead of remaining in the correct scale.\n\nI tried in Blender 2.81, and the problem is still there.\n\n**Steps to reproduce**\n\n* Open file\n* In UV editor, pin selected vertex\n* select all vertices and unwrap\n\nIsland will fill the whole map",
"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",
"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",
"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",
"select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n",
"outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n",
"Some modifiers do not consider freshly added vertex group as empty\nOperating system: Win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nEmpty vertex group was added to mesh in object mode without weight assigning and modifiers in stack are using this vgroup.\nSomehow some modifiers follow restriction and others don't. But if you assign zero weight for this vgroup in edit mode, then all modifiers are limited in execution as expected.\n\nFor example, open file and enable viewport rendering for every modifier in stack. \n[empty_vgroup.blend](empty_vgroup.blend)\n\nList of modifiers with this behavior:\nCast\nCurve\nDecimate\nLattice\nSmooth\nSmooth Corrective\nSmooth Laplacian\nWeld\nWave\n\n\n- Open new General template\n- Add monkey\n- Create new vertex group, but don't assign any vertices or weight\n- Add Smooth modifier\n\nIt should not deform mesh, because of empty vertex group, but it does",
"Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```",
"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.",
"driver expression not updated in command line rendering and render with lock interface\nOperating system: Macos\nGraphics card: M1\n\nBroken: 3.1.0 release version\nWorked: don't know\n\n\nWhen assign a property with driver expression (such as `#frame`), then write a script to print out the property value at each frame in `bpy.app.handers.frame_change_post`, then render animation with `lock interface`, or command line rendering (which needs to register the script), then the value printed from python code is not updated, it always prints the same value.\n\n- Open attached file\n- Run the script\n- Render animation (check output in console: frame numbers stays 0)\n[untitled.blend](untitled.blend)\n- - -\nTo repro from scratch:\n- Use the default cube, then change its `location.x` to `#frame`, then write a script\n```\nimport bpy\n\ndef fun(scene, despgraph):\n print(\"from python: \"+str(bpy.data.objects['Cube'].location.x))\n \n \nbpy.app.handlers.frame_change_post.append(fun)\n```\n- then render animation with `lock interface`\nThe value printed from python code is **incorrect** and always the same value\n\nFrame value can be **correctly printed**, when render without `lock interface`. \n\nBecause I mostly need it to work in command line rendering, but I found it has the same problem when render with `lock interface`\n\nThe file `untitled.blend` does the same thing as I talked above, once you open it, run the script, then render the animation, you can see the output in console."
] | [
"OBJ file import does not show edges until entering edit mode\nOperating system: Windows 7 x64 Pro\nGraphics card: Radeon Pro Duo Polaris\n\nBroken: (example: 2.80, 9c5d54bfaf48\n\n\nImport of OBJ file imports incorrectly in 2.80, but imports as expected in Blender 2.79b\n\n\nImport the attached obj file, Y Forward. You will see that is correct in 2.79a but not in 2.80.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached file.\n\n[plans_and_elevs.mtl](plans_and_elevs.mtl)\n\n[Plans and Elevs.obj](Plans_and_Elevs.obj)"
] |
(Blender File View) Folders are unclickable in both 'Favorites' and 'Recents'.
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76
Broken: version: 2.93.12
In the Blender File View, I can't open any folder in the 'Recents' or 'Favorites' tab because whenever I click on a folder once, it'll instead choose to rename it.
| [
"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",
"error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n",
"Import and Export options look identical in contexts besides the File menu, such as QuickFavorites. (Low priority)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0\n\n**Short description of error:**\nThe *import* and *export* buttons for the same file types are identical, and indistinguishable if these buttons are found in some other contexts, for example the QuickFavorites menu.\n... I understand that it's easier to see than to communicate. \n\n - Start from any template\n - Right-click the button for File > Import > STL, add to QuickFavorites\n - Do the same for Import\n - Open QuickFavorites now (Q)\n - Notice that you cannot tell which one is import and which is export without the tooltips.\n\n\n\n\n\n",
"History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\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",
"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?",
"My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n",
"Properly handle file links (as in symlinks)\nWhile it should be fairly straight forward, I didn't fully port the file linking support to the new file-list design yet. Most work should already be done however.",
"Currently open file is always the last in the file browser when appending\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 522.25\n\nBroken: version: 3.3.1\n\n\nThe currently open file is always the last in the file browser when appending. For instance, the v5 file in the following example is the one currently open and is always the last one regardless of the sorting option. \n\n[2022-11-11 11-38-35.mp4](2022-11-11_11-38-35.mp4)\n\n",
"Support Multiple Catalog Definition Files\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",
"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",
"Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets  Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while."
] | [
"2.93.12 Regression: list view UI is broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 2.93.12\nWorked: 2.93.11\n\nMost list view UI is broken. Clicking items makes you rename items and not selectable, as if Blender is accepting a single click as double click.\n\n- Go to any of list view (Material list, Shapekey list, Favorites and recent list from file browser, etc.)\n- Add multiple items\n- Try to select an item. It activates rename instead of just selection\n"
] |
Trying to set a theme color to the default one doesn't work
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007
Broken: version: 3.0.1
Worked: I'm not sure if this is something that ever worked
In blender preferences, when changing UI colors in the theme settings, if you backspace a color it goes to a black/transparent color instead of the one in the default theme.
I'm not sure if this should be considered a bug, but its a bit bad when modifying a theme and you want to reset a color to the default.
- In any color of the user preferences theme settings, press backspace


in this example, the syntax built-in default went to black instead of staying on pink
It also happens with other values that are not related to color, such as text style settings | [
"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)",
"Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before |  |  |  |  |  |\n| After |  |  |  |  |  |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part.",
"Sidebar panel missing a few text theme color properties\nOperating system: Windows 10 \nGraphics card: 1080ti\n\nBroken: 2.93.0\nWorked: ??\n\nThe N-panel sidebar cannot have the same tab highlighting in a user theme as the main top workspace tabs can.\n\nIt seems that also the regular text falls under the same category.\n\n- Open new General template\n- Open 3D viewport side panel\n- Go to User Preferences > Themes > 3D Viewport > Theme Space\n- Change Region Text property\nTabs and labels will change color, they can't be set independently.",
"Not possible to add keyframes to HSV values.\nOperating system: Linux-5.15.76-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) Graphics (ADL GT2) Intel 4.6 (Core Profile) Mesa 22.2.1 & NVIDIA GeForce RTX 3050Ti Laptop GPU 520.56.06\n\nBroken: version: 3.3.1\n\nIt is not possible to add keyframes to the HSV values of any color picker.\n\nOpen a new file. Go to the material tab of the default cube. Right-click in any of the HSV values of the Base Color picker tool.\n\n",
"Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).",
"Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium",
"No field in theme editor for \"World\" channel in NLA editor window\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1 Release Candidate\n\nThere doesn't seem to be any way to edit the colour of the \"World\" channel in the NLA editor, it's always the default pale grey/blue with no way to change it as far as I can see in the Themes preferences.\n\n\nIn Blender Preferences - Themes tab - Nonlinear Animation dropdown - there is no colour picker for the World channel.\n",
"Objects colors bug\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\n\nWhen change frame colors are rebuilding... When there was less objects was no problems. I can upload this file if you need.\nSee in video. \n[2022-01-25 18-51-54.flv](2022-01-25_18-51-54.flv)\n\n[#95200.blend](T95200.blend)\n- Open file\n- Scrub timeline\n\nColor of objects will change. In original file ([F12825448](ADS-800-CDC_монтаж_ушка.rar)) color would change even to black.\n",
"Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.",
"Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: \n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Strange shading behaviour when using boolean modifier\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\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\n\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\nThis means, that when using a boolean object that has shade flat on a target object that has shade smooth, the resulting object will have smooth shading everywhere except where the boolean operation happens.\nAdditionally, when using custom split normals (like e.g. weighted normals) it applies the custom split normals on the target object.\n\nThis behavior already seems pretty strange to me, since it almost always gives strange results since oftentimes the normals from the boolean object and the target object don't perfectly match, causing weird shading issues.\nI can understand that this may be an intentional feature, but it just brings so many problems, since normal editing modifiers after a boolean modifer like weighted normals don't affect the areas affected by the boolean modifier, meaning to tweak shading in these areas you have to tweak the normals of the boolean object and somehow make a seamless transition to the target object...\nApart from that it also causes some other problems, that are a worth a seperate bug report, which i will write shortly.\n\nAn additional problem with this is that shade smooth and shade flat aren't considered custom spilt normals, so after applying the boolean modifier the areas affected by the boolean modifier will change it's shading to that of the target object, since the shade smooth isn't applied as a custom normal.\nFor some reason that doesn't happen automatically, since directly after you aplly the boolean modifier the shading doesn't change immediately, instead it only changes when you \"recalculate\" the normals when using left click -> shade flat or shade smooth.\n\nA test file to demonstrate this behavior:\n[Test_file3.blend](Test_file3.blend)\n\nAfter applying the boolean modifier and \"recalculating\" the normals using left click -> shade flat or shade smooth the normals left from the boolean modifier will have vanished.\n\n\n",
"Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n",
"After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n",
"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"
] | [
"Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n"
] |
MMB Axis Switch jumps to Global when using Handles on Move Tool
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79
Broken: version: 3.1.0
MMB Axis Switch jumps to Global when using Handles on Move Tool
Rotate default cube object to NOT match global rotation, set orientation to Local, use handle-move tool, drag object, hit MMB to try to switch, see it switch to Global
(see video)[mmb.mp4](mmb.mp4) | [
"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)",
"Rebind default 'Set 3D Cursor' hotkey to Shift+Alt+Middle doesn't work\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0, 3.4\nWorked: it was working with 2.92\n\nRebinding the default Shift+Right press hotkey to Shift+Alt+Middle press hotkey doesn't work. It moves the 3D cursor but I can't drag it everywhere I want like the default behavior.\n\n- Find the default shorcut by typing cursor to the search bar\n- Under 3Dview there is Set 3D Cursor (view3d.cursor3d)\n- Change the default to Shift+Alt+Middle\n- It doesn't work as expected\nioGcz_mV78k",
"TexBlendNode Python property tooltip incorrect\nBlender 2.8 \n\nI can not change the Progression or the Flip Axis for the Tex Blend Node with python. \n\nIt returns with an error that says \" no attribute use_flip_axis\". I thought this was my fault so I reached out for help on the Stack Exchange> [here ](how-do-i-change-the-blend-node-to-vertical?)\n\nThey think this is a bug or missing API?.. I checked online but could not see this bug reported so I thought I would let you guys know.\n\nI have used a rotate node to work around the problem but I am sure you guys would be able to fix this issue with ease.\n\n[#69973.blend](T69973.blend)",
"Wrong render region widget after MMB pan\nOperating system: Linux-5.10.0-7-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: N/A, probably never\n\n\nUsing MMB to pan Camera view to a User Perspective does not update the render region widgets from camera border to viewport border.\n\n\nWith the file attached:\n- Open the file\n- MMB in viewport to navigate from camera view to user perspective\n- Note how the render region widget still corresponds to the camera render region, not the viewport render region\n\n[render_region.blend](render_region.blend)\n\n",
"Particle System Orientation Axis set incorrectly after file load\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken:\n2.82 Beta, 507a331f0182, blender2.8, 2020-01-27\n\nAfter undoing any change, every particle system in the scene resets its orientation axis. To fix this, you have to manually change the orientation axis to something else and back again. There may be other situations where the particle orientation gets reset, but this one is easily reproducible.\n\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Shift-A and add a cube (or any change at all to the scene)\n4. Ctrl-Z\nThe particles are not longer aligned on the global z-axis. \n\nAlternatively, it also breaks if you:\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Save the file\n4. Close and reopen the file\n\n[ParticleBug.blend](ParticleBug.blend)\n",
"Copy Rotation Constraint - adding rotations causes unexpected behaviour\nOperating system: Windows\nGraphics card: GTX 1650 Max-Q`\n\nBroken: v2.81a, v2.81, v2.82\n\nWhen adding a Copy Rotation constraint to an object, the `Add` mode seems to not work correctly\n(or at least how I would expect it to work). For example, setting the rotation of the object to (x,x,x) and\nthe target to (-x, -x, -x) does not consistently result in having no net effect. The value for which this *stops* \nworking is x >= 54.\n\n1 - Add an object, give it a rotation of (80, 80, 80), Euler XYZ (default)\n2 - Add an empty, give it a rotation of (-80, -80, -80)\n3 - Add a Copy rotation constraint on the object, and set the target to empty\n\nThe included `bug.blend` file contains an animation that goes over the values of x as described in the\nabove example from 0-100. The problem can be seen around halfway through the animation at the\ncritical value above.\n\n**Result**\nObject seems to have a weird rotation, which is not the expected outcome. The same happens\nwhen only one of the axes is rotated more, and also when they don't necessarily add up to 0.\n\nThis has been tested on multiple Windows machines.\n\n[bug.blend](bug.blend)\n\n\n\n\n\n\n\n\n",
"Regression: Visual bug when using the object gizmos\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\nCaused by 917a972b56\n\nDifferently from using the transform tools in the toolbar, when activating the object gizmos that stay visible also with the select tools, a strange bug occurs that the e.g. moving the object on an axis keeps a grey axis where it was before, the gizmo is always present (differently again from using the transform tools), and if you switch from this to the transform tools to the selection with gizmo again, it messes the origin of the object.\n[2021-09-20 14-59-52.mp4](2021-09-20_14-59-52.mp4)\n\n\nI'm pretty sure that this is caused by the recent change of keeping the viewport gizmo visible when doing these operations.\n\nUse the select tool in the toolbar, activate on or more object gizmos that stay always visible, do a transform operation.\n[Based on the default startup]\n\n",
"Handle Type selector in the Graph Editor's sidebar sets different types than selected\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 517.40\n\nBroken: version: 3.3.0\nWorked: Don't know if it ever worked before or when.\n\nWhen choosing the type of handle for a keyframe in the Graph Editor's sidebar, the options don't work as expected. Selecting \"Vector\" sets the handle to \"Free\", and selecting \"Automatic\" or \"Auto Clamped\" sets it to \"Aligned\".\n\nNot sure if this is expected behavior, but choosing an option to get a different one be set felt weird. Most of all, I couldn't set it as Vector from there, so I had to press V in the Graph Editor and do it from there. Interestingly, then it appears as \"Vector\" in the sidebar as well.\n\nI'm attaching a screenshot of the menu I refer to, and a .blend prepared to reproduce the issue (any file with an animation would do).\n\n\n\n1. Create an animation (already present in the attached .blend file)\n2. Open a Graph Editor\n3. Select a keyframe\n4. Open the Graph Editor's sidebar\n5. Try to change the handle type options in the F-Curve tab of the sidebar\n\n[Handles Issue.blend](Handles_Issue.blend)\n\n",
"Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n",
"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",
"Breaking change? Curve point tilt default orientation rotated by 90°\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\nWorked: 2.80\n\nThe default orientation (0°) of curve points has changed by 90°. If the curve is used for another object's curve modifier, the result between Blender 2.80 is different to newer versions (reproduced with 2.81...3.6). This is a change that I did not find listed in the release notes, so this is either a bug or by design. In any case, it's a breaking change.\n\n2.80 vs 3.6:\n\n\n\n1. Open the attached project in Blender 2.80 and in 3.6\n2. If you compare the two, you see that the normal orientation is different, consequently the result of the curve modifier affecting the mesh is different.\n\nAfter migrating a bigger project this causes several issues that would need to be fixed. Or Blender needs to be fixed.\nThis is an old issue, so I hope it's not a duplicate. Didn't find it.\nThank you.\n\n",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!",
"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",
"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)"
] | [
"axis constrain in local mode only works the first time \nOperating system: MacOS\nGraphics card: M1\n\nBroken: Blender 3.1\nWorked: Blender 3.0\n\naxis constrain when using the move and rotate tool in local mode works only the first time on the second time it switches to global mode\n\n\nmove and rotate the default cube randomly - then switch transform orientation to local mode - then press G and press middle mouse button to constrain on an axis in local mode - then if you press middle mouse again to constrain to another axis the tool will switch to global mode.\n\n"
] |
The 3ds Max configuration is broken using right click for selection
win10
2.8,31
The 3ds Max configuration is broken using right click for selection
I'm Simply Not allowed to change to left Click for selection..
And it has no influence on it if selected the 3dMax profile.
Why isn't a input selection Box show up again after a open Blender once..
is there one file can delete, so I can show you the error message
first-splash-screen-crash-on-startup-how-do-i-change-right-to-left-mouse-button
Sorry Brecht Van Lommel I was not allowed to reply to your mail
| [
"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. ",
"Assigning pie menus to mouse clicks using the tweak function causes these menu shortcuts to stop working properly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 71)\n\n\nBeen experimenting with creating keybinds and one of those experiments were to try and assign several menus to R click (using L click for select) by using the tweak function in the keymap settings. The idea was to have as many menus as possible on the same keybind to reduce the amount of keys needed, but using this method has proven difficult. \n\n\nWhile I can make standard menus work with tweaks, the pie menus don't work at all. If you manage to get the pie menu to show itself, it will eventually stop all the tweak commands from working unless you open up a menu on a keybind that is not using a tweak function. The second issue is that even when you do get the pie menus to show themselves, nothing can be selected on them, therefore making the keybind completely useless.\n\n\n1) Assign a standard menu and a pie menu to a mouse click (i.e. R click) using the tweak function, which can be set to north and south (just as an example).\n2) Use the new shortcuts to click and drag your mouse in the directions you assigned to to open up each menu (standard menu should be working correctly).\n3) Open the pie menu with this method and try to select any option on said menu, which should cause the pie menu to fail.\n4) Try opening the menus again, but this time none of the assigned menus will show up.\n5) To fix the previous error, open up a menu on a different shortcut (like something on your keyboard) to make the tweak shortcuts be able to appear again.\n6) Repeat the previous steps, which should cause the same error every time.",
"click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object",
"\"Input Pending\" for Loop Cut and Slide when called from menu.\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 1660Ti\n\nBroken: 3.3.2\nWorked: 2.93\n\n**Caused by:** da2ba402689d7ed752b0b37ad49dce1a5851cc77\n\n**Reproducing the error:**\n\n- Ctrl+R on default cube edit mode, regardless of selection mode, loop cut slide works as usual.\n- Use search menu or header->edge menu and select loop cut slide, header bar only shows \"Input Pending\", if pressed left mouse, then operator runs correctly. If pressed right mouse, then operator is cancelled.\n\n\n\n",
"Right-click reroute node opens \"Edit Source\" menu\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 3.0.0\nWorked: version: 2.93.3\n\nUsing right-click select, with Developer Extras enabled, makes it so you can't reliably select a reroute node (Geometry Nodes editor) without the \"Edit Source\" menu opening.\nSimilarly, in left-click select, you can not open the node context menu in this situation.\n[bug_rightclick_reroute.blend](bug_rightclick_reroute.blend)\nThis does NOT happen in shading nodes!",
"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)",
"Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n\n\n\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\n\n",
"Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n",
"NDOF buttons no longer programmable with Blender commands\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 2.93.4\nWorked: 2.92\n\nNDOF (3D Connexion Space Navigator) has two programable buttons which are programmed in the 3D Connexion software. The button settings have a dropdown where one can select a 'Blender' drop down which lists a number of possible Blender functions for that button. Now, none of them work. It appears that only the 'Blender' dropdown is not functioning. Other dropdowns still work, so I know the Space Navigator is operating well. I particularly use the 'Fit' option in the 'Blender' dropdown, but I tested others and none of the Blender functions work now.\n\nThey did in previous versions (2.92) Beginning in 2.93, there were other problems with the Space Navigator that I did not report, but they were fixed in 2.93.4. Now this new problem of being unable to program either of the two side buttons with any of the 'Blender' functions has appeared.\n\nI contacted 3D Connexion Tech Support but they could find no solution. The problem appeared with the older device driver, but installing the newest driver did not solve the problem.\n\nError can be reproduced with Space Navigator and Blender 2.93.4\n\nThanks for Blender and all the time you spend perfecting it. ",
"Viewport Tools Settings panel appears after reload\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- 2.92 - 2.8x\nWorked: Never\n\nI don't know, if this is intended. I unchecked Header in a viewport and everything disappeared. But after reloading file, \"Tools Settings\" panel was still present, even though Header is unchecked.\n\n- Uncheck Header\n- Save file and close Blender\n- Open Blender and load that file \n\nThe header itself is still hidden, but the tool settings are back.\nTo hide the tool settings again, the header must be re-enabled and disabled.",
"Entering names in Object pointer parameter and confirming with the mouse in the right part of the button will clear user input immediately again\nWin 8.1x64, 3x gtx580\n\n2.79a\n\nIn a node's Object parameter, on entering the text manually, after pressing enter to confirm, if the mouse happened to be located where normally the \"X\" button to clear the parameter is, the field gets cleared.\nAlso applies to other object pointer fields.\n\nWhen entering names in Node Editor, (at least for me) it is common to move the mouse slightly sideways, so that the cursor is not over the field being typed in. As a result it happens to be over said clear button quite often. Given that it is currently impossible to undo a single name change #54580 , it turns into either loosing the name and having to search/type it again, or more often - by automatically pressing Undo - losing a whole row of changed fields.\n\n[rename.blend](rename.blend)\n - Click the Object parameter to type manually,\n - Move the mouse to the right side of the field, where the \"X\" was located before starting to type,\n - Enter a new object and press enter,\n - The Object parameter field is empty.",
"Panel 'HIDE_HEADER' option collapses right margin making scrolling difficult\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0 Alpha\n\nWhen using the HIDE_HEADER option, the right margin of the panel collapses, which causes the scrollbar to appear on top of content. Most noticeable with UILists that have small right-hand-side buttons (such as a list of materials with add/remove buttons).\n\nRun the included min-repro script and observe the issue in the VIEW_3D panel.\n\nWith HIDE_HEADER:\n\n\nWithout HIDE_HEADER:\n\n\n\n```\nimport bpy\n\n\nclass HeaderBugPanel(bpy.types.Panel):\n bl_category = \"TEST\"\n bl_label = \"Header Bug\"\n bl_idname = \"OBJECT_PT_header_bug\"\n bl_space_type = 'VIEW_3D'\n bl_region_type = 'UI'\n bl_options = {'HIDE_HEADER'}\n\n def draw(self, context):\n layout = self.layout\n col = layout.column(align=True)\n col.label(text=\"This bug isn't very obvious unless you\")\n col.label(text=\"have enough content to activate the scrollbar.\")\n col.separator()\n col.label(text=\"With HIDE_HEADER the right margin is collapsed\")\n col.label(text=\"and the scollbar will appear on top of content\")\n col.label(text=\"making clicking on buttons and fields very\")\n col.label(text=\"difficult. For example:\")\n col.separator()\n row = layout.row(align=True)\n row.operator('object.select_all', text=\"Button 1\").action='SELECT'\n row.operator('object.select_all', text=\"Button 2\").action='SELECT'\n row.operator('object.select_all', text=\"Button 3\").action='SELECT'\n row.operator('object.select_all', text=\"Button 4\").action='SELECT'\n row.operator('object.select_all', text=\"Button 5\").action='SELECT'\n \n col = layout.column(align=True)\n col.label(text=\"Working with a UIList with small right-side buttons\")\n col.label(text=\"is virtually impossible:\")\n \n \n ob = context.active_object\n\n if ob:\n is_sortable = len(ob.material_slots) > 1\n rows = 3\n if is_sortable:\n rows = 5\n\n row = layout.row()\n\n row.template_list(\"MATERIAL_UL_matslots\", \"\", ob, \"material_slots\", ob, \"active_material_index\", rows=rows)\n\n col = row.column(align=True)\n col.operator(\"object.material_slot_add\", icon='ADD', text=\"\")\n col.operator(\"object.material_slot_remove\", icon='REMOVE', text=\"\")\n\n col.separator()\n\n col.menu(\"MATERIAL_MT_context_menu\", icon='DOWNARROW_HLT', text=\"\")\n\n if is_sortable:\n col.separator()\n\n col.operator(\"object.material_slot_move\", icon='TRIA_UP', text=\"\").direction = 'UP'\n col.operator(\"object.material_slot_move\", icon='TRIA_DOWN', text=\"\").direction = 'DOWN'\n \n \n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel....\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n layout.separator(factor=25)\n layout.label(text=\"more content to stretch the panel...\")\n\n\n\ndef register():\n bpy.utils.register_class(HeaderBugPanel)\n\n\ndef unregister():\n bpy.utils.unregister_class(HeaderBugPanel)\n\n\nif __name__ == \"__main__\":\n register()\n\n```\n",
"Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n",
"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.",
"Keyboard shortcut doesn't work after switching applicationss\nOperating system: windows 11\nGraphics card: Intel(R) UHD Graphics 630 & NVIDIA GeForce GTX 1060 with Max-Q Design\n\nBroken: Blender 3.1, a solid update to an already outstanding release. Released March 9th, 2022\n\nWhen using different Keyboard shortcut for every window, keyboard shortcut doesn't work when we switch between applications\nCTRL, ALT, Shift, tab are fine, but all of the characters are no response, such as G, E, Shift D, etc.\n\n- Open Windows Settings tab\n- Enable: `Let me use a different input method for each app window` {nav Time & Language > Typing > Advanced Keyboard Settings}\n- Open chrome or any other application and change input method (Chinese for example)\n- Open blender and keep default input method (English for example)\n- Type something in other application window\n- Switch to Blender and use hotkey"
] | [
"left right Mouse Button for selection\n\nWin 10\n\n2.80.31\n\n\nuser preference missing left right Mouse Button for selection\nMore info ad: first-splash-screen-crash-on-startup-how-do-i-change-right-to-left-mouse-button\n"
] |
Transforming Objects disables modifiers
Operating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.59
Broken: version: 2.83 (sub 5)
When moving, rotating or scaling objects for example, their modifiers get disabled.
- Create a cube
- Add a subdiv modifiers
- Move the cube.
| [
"Normalize Vertex Groups while Armature modifier is hidden\nOperating system: MacOS 13.4 (22F66) Ventura\nGraphics card: Apple M2\n\nBroken: 3.6.1, 3.6.0\nWorked: 3.5.1\n\nNormalizing all vertex groups while Armature modifiers are present with show_viewport disabled will result in the following error:\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\n File \"/Applications/Blender361.app/Contents/Resources/3.6/scripts/modules/bpy/ops.py\", line 113, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Error: No vertex groups to operate on\n```\n\nTry this on any object with armature modifiers and the respective vertex groups.\n1. Disable `show_viewport` on the modifier(s).\n2. Call `bpy.ops.object.vertex_group_normalize_all(lock_active=False)` (Just noticed, this also happens when calling the operator from the UI)\n\nI tested this both on a complex rig (Rainv2) and the default cube bound to a single bone.\n\n",
"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)",
"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",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n",
"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",
"“Surface Deform”-modifier is overwriting the whole modifier stack\nOperating system and graphics card\nFedora 27 / GeForce GT 740\n(OS-independent issue)\n\n2.79a - offical release - 8928d99270f\n\nUnlike the “Mesh Deform”-modifier, which is applying the changes in a relative fashion, the “Surface Deform”-modifier just overwrites the previous modifier/s with the absolute values of the transform.\n\n[bug_report_surface_deform_modifier.blend](bug_report_surface_deform_modifier.blend)\n\nPlease look into the attached blend-file to follow the examples:\n\nExample1: adding two times the same “Surface Deform”-modifier on top of each other yields the same result as just one or in fact any number of copies of this modifier, thus rendering the nature of the modifier-stack here somewhat useless. In contrast e.g. the “Mesh Deform”-modifier would apply each copy of itself as a relative transform, thus building upon the previous modifiers in stack and changing the output-mesh with every copy of itself.\n\nExample2: Using the “Multi Modifier”-option of the “Armature”-modifier usually takes the same data as the previous modifier as input. The results of the previous modifier and the “Armature”-modifiers are then mixed together, using the weights of the Vertex Group as “mixing guides”. But in the case of the “Surface Deform”-modifier being the previous modifier this seems not to apply and the “Multi Modifier”-option takes no effect at all.\n\nExample3: Adding the “Surface Deform”-modifier on top of “Armature”-modifier overwrites the effect of the “Armature”-modifier (and all other modifiers prior to the “Surface Deform”-modifier.\n\n( An additional oddity seems to me that there is no option to control the overall influence of the “Surface Deform”-modifier with a vertex group, as is usually the case with all other deform modifiers. This though is not part of the bug report and rather a small feature request – but if someone is already looking into the above issue, I figured it wouldn't hurt to mention it here as it is probably just a matter of copy and paste from any modifier that already has this implemented - I might be wrong here though of course - please forgive my ignorance.)\n\nThank you for taking your time to look into that issue.\n\n\n",
"Disabled objects still get evaluated if there is a driver on their hide_viewport property.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.90 (sub 0)\nWorked: I think never\n\nCurrently, when an object is hide_viewport==True, that object as well as any dependencies it has that are also hidden, will have not hinder viewport performance. But that's not the case when there is a driver on the object's hide_viewport property, even if that driver evaluates to True.\n\nThe use case is as a rigger, I would give animators options to hide parts of a character to gain viewport performance.\n\n[remesh_performance_depdendency_test.blend](remesh_performance_depdendency_test.blend)\n- In the blend file, simply start playback and notice(unless your computer is a beast) you should get fairly low fps, even though the objects are disabled.\n- Remove the driver from the sphere's hide_viewport, and performance goes back to normal.",
"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",
"modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n",
"Animation Editors: Modifier keys cancel out dragging handles \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn recent releases db4313610cab was implemented and the animation editors are still not adapted to this behaviour. This fix allows the use to press any keyboard key, like `Shift` or `X`, etc, before the drag threshold of the current action is reached, and it will cause the operator to execute.\n\nFor example: Click and hold on a move gizmo in object mode. Either drag 3 pixels to start the operation and then press `X` and hold `Shift` to slowly move along the x axis.\nOR immediately press `X` and hold `Shift` without reaching the drag threshold of 3 pixels to already start the operator.\n\nBefore this fix, any pressed keys would cancel the click & drag and prevent the operator from running.\nThis is still the case with the graph and dopesheet editors.\n\n- Create a simple animation to the default cube\n- click and drag on the keyframes or handles in the animation editors\n- Now click and hold them, hold `Shift`, and then continue to drag. Nothing happens.",
"Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.",
"Adjusting multiple properties at the same time doesn't work for all property types\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.90.1\n\nMost properties in blender can be changed for all selected objects by holding ALT while changing it. However, this doesn't work for all properties. For instance, the 'Rig Type' property in the Rigify add-on doesn't work. We can make it work by right click and selecting 'Copy to selected' but it should be possible with the ALT shortcut for consistency.\n\n**Steps to reproduce**\nWhile in Pose Mode select multiple bones\ngo into Bone Properties -> Rigify Type -> Rig type\ntry to change the Rig Type for all of them by holding ALT",
"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",
"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"
] | [
"[Modifiers] Display of modifiers dissapears when tool acts\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nWhen use tools (scale, grab,rotate) in 2.83 on objects with modifiers the display of it dissapear from screen. In 2.82 everything work.\nSee the screencast please\n\n\n\n - make an object\n - put some modifiers on it (I use subdivision and mirror and others)\n - use tools\n```\n\n```\n[Modifiers_Dissapearing.blend](Modifiers_Dissapearing.blend)\n\n[Modifiers_Dissapearing.mp4](Modifiers_Dissapearing.mp4)\n\n\n\n\n",
"Viewport Display check-boxes disable modifier in an old .blend file.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional): branch: master, commit date: 2020-02-22 16:08, hash: `c26f470cfe`\n\nViewport Display check-boxes disable modifier in an old .blend file.\n\n - Save a model with old Blender build, make sure that the model has a modifier\n - Open your old file with latest Master\n - Go to the Viewport Display, check one of those check-boxes.\n\nOn the viewport the modifier will be turned off.\n"
] |
Laggy blender 3.0
Operating system: Windows 11
Graphics card:Intel(R) Iris (R) Xe Graphics
CPUn11th Gen Intel(R) CORE(TM) i-51135G7 (while on performance mode) @4.2 GHz
3.0 28/2/22
When i start blender, it works perfectly, but after one hour, it starts to get laggy and almost unusable, when i open the task manager the CPU, GPU and RAM are below 20%, but blender continue to not working, the only way to fix it, is saving the blend and restarting the program.
This issue happens after one/two hours of use, and even if i restart it after one or two hours the problem re-happens. | [
"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",
"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",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n",
"Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 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0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff 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<04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> 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<F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n",
"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",
"just activating osl, without using it, makes any render 3 to 4 times slower\nWin7 x64\n\nBroken: 2.76b\n\nTake any prodution render with CPU, just activate osl in the render tab, it will render \" to 4 time slower, without using it in the scene. Compared to GPU render wich is already 5 times faster than a cpu render, it is = 15 to 20 times slower. OSL is unusable with this bug. Note that other renderer with OSL don't have this speed hit.\n\nWith CPU and 16x16 tiles, render this scene: pabellon_barcelona_v1.scene_.zip\nthen just activate osl, render again and compare times. although there isn't any use of OSL in the scene, the render times crawls down.\n(you can also lower the samples to 10 to make it faster for both render)",
"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",
"Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.",
"Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"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",
"Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.",
"Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender",
"Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n"
] | [
"Blender increases ram usage until its too laggy to use after a few minutes of use. \nLenovo Yoga 7i \nintel evo i5 11th gen \nOperating system: windows 10 home \nGraphics card: Intel Iris Xe\n\nBroken: version 2.91, 2.92, 2.93.0\n\nwhen I start running blender it works perfectly for a few minutes but over time it starts taking so much ram. I have 12gb of ram and it usually gets up to 40% ram usage before I have to restart it. it only takes a few minutes and it becomes basically unusable without a restart. I'm primarily working with 2d animation, I've noticed that with sculpting mode it works fine but once I open 2d animation it starts eating all my ram again. \n\nI have no idea how to reproduce the error, it just happens every time i use blender \n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[messinaround.blend1](messinaround.blend1)",
"FPS slowly decreases as I work on a project, even in solid mode.\nOperating system: Windows 10 \nGraphics card: None, intel HD graphics\n\nBroken: From tests, 2.90 - latest\nWorked: 2.82 (haven't tested 2.83 yet)\n\nWhen I start, it's 60fps and runs easy but as I continue it ends up slowing all the way down to 5fps after about an hour of work. This has happened in every version I tested, and it's never happened before so I don't know why.\n\nSimply just spend time working on something. Though I noticed the issue doesn't happen when I leave the program to do nothing, it only happens when I'm in the process of working.",
"Strange memory leak of blender 2.8 and above.\nI got recently a new laptop, and only when using blender it has a strange memory leak. I tested with different versions, and the only one in witch it doesn't happen is in 2.79b. I'll adjunct a video of the problem happening, and some info about my laptop. Please inform me about what more should I send.\n[2022-02-26 14-39-30.mkv](2022-02-26_14-39-30.mkv)\n[SpiderKinzeSystemInfo.txt](SpiderKinzeSystemInfo.txt)\nDevice name\tDESKTOP-AI5KVK8\nProcessor\t11th Gen Intel(R) Core(TM) i5-1135G7 @ 2.40GHz 2.42 GHz\nInstalled RAM\t8.00 GB (7.73 GB usable)\nDevice ID\t0C55B871-EAEE-4353-9407-00B6219610E0\nProduct ID\t00325-82078-63534-AAOEM\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tNo pen or touch input is available for this display\n\nEdition\tWindows 10 Home\nVersion\t20H2\nInstalled on\t2/16/2022\nOS build\t19042.1526\nExperience\tWindows Feature Experience Pack 120.2212.4170.0\n",
"Viewport Slowdown on 11th gen Intel Xe graphics\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n| Graphics card: | Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 27.20.100.8935 | @tommyoliversays, @CuriousHobbyist (#93114), @Jonathan-Monsonego (#93039), @Pyer (#93505), @Charlie3521 (#93257), @ImaRealBoi (#87147)\n| -- | -- | -- |\n| | Quadro RTX 3000 with Max-Q - 4.5.0 NVIDIA 472.39 | @Stay_Here\n\nBroken: version: 2.92.0, 2.93\nWorked: 2.83 LTS (better but not perfect, just takes longer for it to start occuring, maybe an hour as opposed to around 20 minutes in 2.92).\n\nWorking on a model slowly brings viewport down to single digit framerates.\nIt seems to be a twofold issue. Whenever you hit spacebar to playback animation, Blender starts using up more RAM. After working for about 15 minutes, 2.92 RAM usage increased from ~500MB at launch to over 3GB in the same scene while idle. Rotating the viewport also spikes GPU usage to over 50%, which immediately drops back to single percent digits when idling.\n|  |  | \n| -- | -- | -- |\n| Memory at launch | 15 mins after | Spikes rotating viewport\n\n- moving verts around over time or\n- hit spacebar to playback animation or\n> In #93114#1254781, @Stay_Here wrote:\n> The most likely scenario in my case is when two or more Blender(s) are launched. For example, open Blender.exe twice, then load two different characters in the two Blender windows. Let's say, character A and character B are loaded in the Blender window A and window B, respectively. After that, I spend some time on sculpting character A, and use the character B as a reference character. In this setup, Blender window B is seldom touched or manipulated, since it is just for reference. \n> \n> After about 10 mins to 2 hours on sculpting character A on the window A and open YouTube to listen some music, I jump to the Blender window B to navigate and change the view to the reference character B. At this moment, the lag in the solid viewport in the window B can be quite likely to happen. However, at the same moment, navigating in the window A is still smooth and unaffected.\n\n\n[imp2.blend](imp2.blend)\n\n",
"Blender lagging after short time of use\nOperating system: Windows 10 Pro\nGraphics card: Intel Iris Plus Graphics\n\nBroken: 2.93.3 \n\nWhen using Blender for longer than 10-20 minutes the program begins lagging. When clicking on anything the program takes long to respond. When moving an object the movement is jagged and hard to control where the object is being placed. I am using grease pencil and drawing with a pen tablet. When drawing a line, the line is jagged and does not respond immediately to the pen. When I close and re-open the program, it works fine again for about 10 minutes before lagging starts again and gets worse the longer it is used. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe lag occurs when opening Blender and using it for about 10-20 minutes. I use a pen tablet, which works fine for about 10 minutes before the lagging starts. Specifically I am using grease pencil, but the lag affects the entire program, such as opening options windows. The lag affects drawing with the pen tablet and using the computer mouse. I do not have a lot of objects or layers created in the program, only a few lines and some colors. ",
"Blender keeps freezing and becoming unresponsive in Windows 11 on Surface Pro 7\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9621\n\nBroken: version: 3.0.1\n\nIn the last two months, I have purchased a Microsoft Surface Pro 7 and have been running the latest version of Blender on it in Windows 11. Overall the computer is great and I have no issues with other programs but Blender keeps freezing and being unresponsive. I have no alternative but to shut it down every time using the Task Manager. At first I thought it might have been a corrupt file but all the Blender files that run fine on my Surface Pro 3 are subject to intermittent freezing when I open them on the Surface Pro 7. I have updated all my drivers and run all updates but I can't seem to fix it. I notice that my Blender version says \"Broken\" but I don't know what to do about this. I have reloaded Blender at least six times and the fault keeps replicating itself.\n\nThe fault doesn't seem to have an exact pathway. All I have been doing the last couple of times is rotating the item called Cylinder.001 in the attached file and it has frozen. i have attached a screenshot of it freezing{[F12850610](Bug_Fix_Screenshot_2022-02-06_130607.jpg)} \n\n[Rubiks cube blend.blend](Rubiks_cube_blend.blend) \n\n",
"Declining Performance while editing in the Video Sequence Editor\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.0.0\n\nThere is a steady decline of the VSE performance when editing a video, and can only be resolved by closing and reopening blender\n\nWhile editing videos in the VSE,\ndoing just a basic cut, muting and deleting of video strips,\nafter a while, there is a noticeable drop in performance,\nthe playback become laggy (even with a scene using 50% proxy)\nand editing (moving of strips also start to lag).\n\nThe only solution has been to save the scene, close and reopen blender, and the playback goes back to 30 fps, but within a few minutes, I notice the Lag again.\n\nHere's a recording that shows the difference in performance, when I close and reopen blender\n \n[VSE Performance.flv](VSE_Performance.flv)\n",
"Blender 3.1.2 Lagging Issue - Gradually becomes laggy while in use\nTL;DR - Blender Progressively loses framerate during use. Everything lags after a few minutes of use even with a extremely low poly object.\n\nHello! Im currently working with Blender on a Surface Pro 8! I know, its a bit of a hassle but I've managed to push through and get used to using essentially a tablet monitor!\nHowever there has been a reoccurring problem while in Blender from the moment I installed it. -\n\nI've noticed every time I've used blender on my surface, the program would begin to gradually lose frames more and more as I went on using it. This appears to happen regardless of how detailed my mesh is. There are no modifiers active. \n\nAt first, I assumed there was some sort of Cache system in play that's causing blender to lose frames gradually. I assumed that the edits I've been making to the vertices was filling up some sort of video or memory cache. From there I assumed it was possibly the Undo history as well... But I'm starting to think there is something else as I cannot find a way to manually clear said presumed cache. `Normally from what I've read, people only experience input lag: delayed edits to their mesh mainly due to extreme poly count and what not. However maneuvering through menus and rotating the viewport remained at a constant High FPS.`\n\n**This isn't the case for me. Everything is slow. From using the menus to rotating, panning, and zooming in on the viewport.**\n\nNext I turned to video memory. I have 8 GBs of RAM in my Surface and I know for a fact that the simple meshes I've been messing around with should not be enough to cause the program to lag as it is. \n\nSo far the only fix I've really come to use is simply just to save and restart Blender whenever it gets bad enough to where It's a pain to manage. Upon restart, blender runs extremely well, up until I start making changes to the mesh again. From there the gradual decline of frames begins once again.\n\nI haven't had any luck looking around. Im assuming its just cause im using a Surface Pro 8 but even then, the specs are well above enough to properly run Blender especially with low to mid poly models. Any ideas would be great!\n\n___________________________________________________________________________\n\nOperating system: Windows 11 Home 64-Bit x64-based Processor\nGraphics card: 11th Gen Intel(R) Core i5-1135G7 @ 2.40GHz 2.42 GHz\n\nBroken: (3.1.2)\nWorked: (Unknown)\n",
"Blender starts to slow down after half an hour of active work.\nOperating system: Windows 10\nCPU: Intel Core i3-10100\nGraphics card: Intel UHD Graphic 630\nDriver version: 30.0.101.1069\n\nBroken: 2.83, 2.9, 3.0, 3.1\nWorked: nan\n\nAbout half an hour after the start of active work, the blender starts to slow down incredibly. Lag increases gradually, as does resource usage, which increases regardless of the size and complexity of the project. At startup, it consumes 300 MB of memory. When moving objects in the viewport, the GPU load reaches 90%. After saving the project, it feels like the project starts to slow down more. After the lags appeared, the GPU load does not exceed 40% and more than 1200 MB of RAM are already used. At the same time, I just worked in edit mode and used only mirror from modifiers. The bug is reproduced regardless of the project. It is enough to create a standard cube, start changing it, and after half an hour of work, the entire scene less than a megabyte in size will slow down as if I had opened a huge project.\nThe bug reproduces on a nearby computer with the same GPU, but a 9th generation processor. Nothing like this ever happened on my home computer with an old ryzen 2400G.\n\n\n1. Create a cube\n2. Start modifying it\n3. Work for about half an hour + save the project\n4. ????\n5. LAGS",
"Blender 3.0b becomes laggy after being open for some time\nOperating system: Windows 10 Home \nGraphics card: Intel Iris XE\n\nBroken: 3.0, bd734cc4419a\n\nSo I just noticed that Blender was behaving a bit choppy. This is to be expected if you're in Rendered shading mode, but I tried to go to Solid view and it was still lagging. I finally got fed up with this and restarted the application, and then that fixed the lag, even opening the same blend file did not cause it again.\n\nThat made it a LOT smoother in comparison. After a few hours, it happened again, first to the 3D viewport and eventually the node editor as well, which I was struggling with, and restarting fixed that again.\n\nSo I'm not sure what is causing it- whether it's dependent on what you do, the undo history, console, or just time since opening. I don't know if it's been fixed in a newer build after 11/11, but if that's been tested, I still want to know, I appreciate anything in advance. \n\nLeave blender open for a few hours or do something in the program. Not sure if it's to do with texture baking specifically, but that is something I was doing.",
"Blender Freezing Randomly\nOperating system: Windows 11 Home\nGraphics card: Intel UHD620\n\nBroken: 3.1.2\nWorked: 2.83\n\nBlender Freezes every now or then, I can model / render without any problems for over an hour at sometime, but I can't do a thing almost instantly after opening Blender the other time (not even loading anything). My CPU and GPU usage never really get above 70% and my RAM (8GB) is never above 80-90%. I do low poly / simple lighting, so I don't really need the GPU power \n\nOpen Blender, it works, after an hour or so it freezes and you can't do a thing even if you restart Blender.\n\n**Note:**\nI have updated all of my Drivers\nI even went as far as reinstalling Windows once"
] |
Editing compositor node tree seems to reevaluate subsurface modifier
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.37
Broken: version: 3.4.0
Subsurf Modifier with 'Catmull-Clark' type, Limit surface toggled on detailed objects causes compositor editing lag.
Still causes lag if viewport visibility is disabled but if render visibility is toggled off the lag disappears.
The lag increases if the scene has more subsurf modifiers.
- Have a mesh that is detailed with geometry.
- Add subsurf with limit surface on.
- Enable compositor
- Add a mix node and modify its value.
[BugReport_file.blend](BugReport_file.blend)
| [
"Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.",
"Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)",
"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",
"GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n",
"Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n||||\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n",
"Changing \"Disable in Viewports\" of a viewlayer-disabled collection would affect animation playback speed\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.6.1\n\nDisabled objects are affecting animation playback when the armature is placed in a collection.\n\n\n- Download and open \"Buggy_easier.blend\"\n- Play animation, it goes smoothly.\n- Click the \"Disable in Viewports\" button (the little screen button) for \"Collection\" which is disabled in view layer.\n - Animation plays much slower due to evaluation happening in that collection.\n - If instead, you click the little screen button for \"Collection For Extra Cubes (DISABLED)\" (which is also disabled in view layer), playback proceeds normally.\n\n------------\n\nOriginal description:\n\nI have attached two blend files. \n\nNot_Buggy_Blend\nThe objects are parented to the armature. The armature is placed directly in view layer (without any collections).\nAll Cubes use \"auto smooth\" and contain 20k+ polygons.\nThe first Cube is enabled.\nThe other cubes are disabled. These cubes are also shrinked wrapped to the first cube. \nMy animation playback is 60 fps.\n\nBuggy_Blend\nSame setup as in Not_Buggy_Blend. The only difference is that the armature is now placed in a collection, and the disabled cubes are also placed in a collection.\nPlayback is poor.\nMy animation playback is 15 fps.\n\n",
"Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n\nRender:\n\n\nScene in edit mode:\n\nRender:\n",
"Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n\n\n",
"Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.",
"Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n\n\n\n\n",
"Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.",
"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",
"Compositor workspace: Mouse jumps back to the original position when stereoscopy is enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 2.83, 4.0\n~~Worked: (3.5)~~\n\nNote: 80444effc62a is the relevant commit here\n\nAfter releasing the mouse after editing a point on the rgb curves nodes, the mouse jumps back to the original position. This makes it much slower to move a point multiple times, and often results in new points being added by accident due to the unexpected change in behaviour.\nHappens only in compositing workspace. Other editors (GN, shader) are unaffected\n\n- Open default scene\n- Select Compositing workspace\n- Add an RGB curves node \n- Add a point in the middle of the curve\n- Enable stereoscopy from output-properties panel\n- click and drag a point down, then release the mouse button. The mouse pointer jumps back to the original position instead of staying where it is.\n- Note: This goes away if you disable `Backdrop`\n\n[Video](https://projects.blender.orgattachment)",
"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",
"Full Frame Compositor\n**Description**\nCurrent compositor implementation is tile-based having the priority of displaying first tiles as quickly as possible. \nMemory usage can be very high for complex/long trees as buffers are kept from tree execution start to finish.\n\nThis task goal is to convert current tiled/per-pixel implementation to full-frame and display whole final image as quickly as possible without tiling.\nAll nodes/operations are buffered, creating buffers on first read and freeing them as soon as all their readers have finished. This reduces and keeps control of memory usage for complex trees of any length. \nTrees with a few/simple operations may use a bit more memory than before as previous non-buffered operations are now buffered. \nCurrent focus is CPU, OpenCL is not available at the moment.\nPerformance will gradually improve as more operations are converted.\n\nBreaking changes from tiled system:\n- Translate, Rotate and Scale take effect immediately instead of next buffered operation.\n- Any sampling is always done over inputs instead of last buffered operation.\n\nKnown issues (will be fixed):\n- Scaling up, translating and rotating crops image.\n\nThere is an experimental option in master branch to enable it: \n- Go to Edit -> Preferences -> Experimental -> Enable \"Full Frame Compositor\"\n- Then go to Compositor -> Performance Panel -> Execution Model -> Tiled/FullFrame (Tiled is normal compositor)\n\n**Status and Work plan**\n* [x] [D11015: Compositor: Add vars and methods for easier image looping](D11015) \n* [x] [D11882: Compositor: Buffer iterators](D11882) \n* [x] [D11490: Compositor: Constant folding](D11490) \n* [x] [D11113: Compositor: Full-frame base system](D11113) \n* [ ] [D12750: Compositor: Support backdrop offset for the Viewer node](D12750) \n* [ ] Remove unused UI options: \"Chunksize\", \"OpenCL\", \"Buffer Groups\" and \"Two Pass\".\n* [ ] Convert operations to full-frame:\n * [x] Input nodes:\n * [x] [D11559: Compositor: Full frame Image node](D11559)\n * [x] [D11593: Compositor: Full frame RGB node](D11593)\n * [x] [D11594: Compositor: Full frame Value node](D11594)\n * [x] [D11690: Compositor: Full frame Render Layers node](D11690)\n * [x] [D11751: Compositor: Full frame Mask node](D11751)\n * [x] b1bf4c2a05\n * [x] 48e27ad122\n * [x] [D12090: Compositor: Full frame input nodes](D12090)\n * [x] Output nodes:\n * [x] [D11698: Compositor: Full frame Viewer node](D11698)\n * [x] [D11749: Compositor: Full frame Levels node](D11749)\n * [X] [D12091: Compositor: Full frame output nodes](D12091)\n * [x] Multilayer EXR output issue (#98475)\n * [x] Color nodes:\n * [x] [D11677: Compositor: Full frame Brightness node](D11677)\n * [x] [D11686: Compositor: Full frame Mix node](D11686)\n * [x] [D11764: Compositor: Full frame Color Balance node](D11764)\n * [x] [D11765: Compositor: Full frame Color Correction node](D11765)\n * [x] [D11766: Compositor: Full frame Exposure node](D11766)\n * [x] [D11767: Compositor: Full frame Gamma node](D11767)\n * [x] [D12093: Compositor: Full frame curve nodes](D12093) (RGB Curves and Hue Correct)\n * [x] [D12092: Compositor: Full frame color nodes](D12092)\n * [x] Converter nodes:\n * [x] [D11638: Compositor: Full frame ID Mask node](D11638)\n * [x] [D12095: Compositor: Full frame convert nodes](D12095)\n * [ ] Filter nodes:\n * [x] [D12167: Compositor: Full frame Bokeh Blur and Blur nodes](D12167)\n * [x] [D11634: Compositor: Full frame Bilateral Blur node](D11634)\n * [x] [D11694: Compositor: Full frame Sun Beams node](D11694)\n * [ ] [D11801: Compositor: Full frame Pixelate node](D11801)\n * [x] [D12219: Compositor: Full frame filter nodes](D12219)\n * [x] Vector nodes:\n * [x] [D12093: Compositor: Full frame curve nodes](D12093) (Vector Curves)\n * [x] [D12233: Compositor: Full frame vector nodes](D12233)\n * [x] Matte nodes:\n * [x] [D11627: Compositor: Full frame Box Mask node](D11627)\n * [x] [D11635: Compositor: Full frame Ellipse Mask node](D11635)\n * [x] [D11750: Compositor: Full frame Double Edge Mask node](D11750)\n * [x] [D12220: Compositor: Full frame matte nodes](D12220)\n * [x] Distort nodes:\n * [x] [D11944: Compositor: Full frame Scale node](D11944)\n * [x] 538f452ea9\n * [x] [D12165: Compositor: Full frame transform nodes](D12165)\n * [x] [D12166: Compositor: Full frame distort nodes](D12166)\n* [x] [D12466: Compositor: Add support for canvas compositing](D12466)\n* [ ] Fix tests affected by breaking changes.\n* [ ] #96406 Run operations in sync/parallel limiting the number of them to control memory usage.\n"
] | [
"Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n"
] |
Setting Eevee motion blur shutter to high values causes animation render to only render one frame
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87
Broken: version: 2.90.0 Beta
When I set the shutter to 50 (I was trying to get a crazy tracer effect for a video I'm doing) and tried to render, only one frame was rendered before the process stopped as if it were finished. This happened both with CTRL + F12, as well as using the cmd line.
[untitled.blend](untitled.blend)
- Open file
- Render animation
Only one frame is rendered.
| [
"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",
"Motion Blur is rendered on dead particles\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n(Tested also on a Windows 10 PC + Nvidia GTX 1080)\n\nBroken: version: 2.93LTS, 3.5\n\nMotion blur is rendered on dead particles that are still visible, such as particles that die on collision. Same for Eevee and Cycles renders, baked and not baked particles.\n\n\n\n- Enable default motion blur in either Eevee or Cycles.\n- Use a plane to create a Particle System with **Render** > **Extra** > **Dead** and **Physics** > **Deflection** > **Die on Hit** options ticked\n- Render particles as object, preferably something where it is easy to see the motion blur\n- Add a plane with a **Collision** modifier under the particle system\n- Render a frame where some particles are dead and are no longer moving on the collision plane.\n\n[motionblur.blend](motionblur.blend)\n",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Optix: Motion Blur seems to glitch out while rendering\n\nOperating system: Windows 11 Pro 22H2 22621.525\n\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\n\nBroken: version: 3.3.2 LTS / 3.5.0 Alpha (Broken in both)\n\n\nHaving motion blur on while rendering with Optix seems to not work as expected in this scene. It renders out with artifacts (Alpha / black squares). Things work fine **when you turn off motion blur or switch to Cuda**.\n\n \n\n**Steps to reproduce the bug:**\nOpen the attached fine and render frame #82 with Optix enabled.\n\n[Keyframe remove 1_010.blend](Keyframe_remove_1_010.blend)\n",
"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 |",
"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",
"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",
"Animation Scene Strip rendering slower than Animation Scene rendering\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060\n\nBroken: 3.3\nWorked: N/A\n\nRendering an animation using Scene Strip resync / reevaluate every mesh each frame, resulting in slow rendering.\nRendering the same animation directly from the same Scene only does this process for the 1st frame, hence a quicker rendering.\n(It doesn't seem to be related to the render engine, Eevee or Cycles same issue).\n\nAdditionally during Scene Strip rendering, on Windows, the memory doesn't seem to be cleaned correctly between each frame resulting in a crash at some point (depending on your memory size).\n\nAdd 2 subdivision modifiers to the cube, with 6 and 4 render levels.\nCreate a new scene, go to the VSE, add a Scene Strip pointing to the 1st scene.\nRender animation from VSE scene => slow rendering\nRender animation from the scene => fast rendering\n\n[scene_strip.blend](scene_strip.blend)",
"Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n",
"Monitor FPS playback regressions in time for workbench and eevee\nSimilar what Cycles does for render times, although fps is measured in the viewport when playing back animation.\nPerhaps per scene count the number of frames that were drawn in 10 seconds.\n",
"Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. \n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. \n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n",
"Support FFMPEG Autosplit filepaths for animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83.0\n\nIf you enable \"Autosplit Output\" under ffmpeg you cannot view the animation within blender cause \"//\" will be added to the file path.\n\n\n - load up new blender project\n - Set frame range to like 1-20\n - Set output format to ffmpeg, doesn't matter what settings\n - Enable \"Autosplit Output\" just below the container setting\n - In the viewport select \"View/ Viewport Render Animation\"\n - Wait for render to complete then select \"Render/view animation\" (ctrl+F11) \n # note incorrect file path, in my case it reads \"I:\\\\BlenderRenderCache\\\\0001-0020.mp4\"\n\n\n\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",
"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.",
"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"
] | [
"Eevee rendering with motion blur can change current frame\nOperating system: SUSE Leap 15.1\nGraphics card: NVidia RTX 2070 Super (official drivers)\n\nBroken: 2.90, 9cbf43801ba2, x86_64 linux, 2020-07-23\nWorked: 2.90, aed11c673efe, x86_64 linux, 2020-06-06\n\nWith the motion blur shutter value set above 2.00 and a high steps value (eg 32), the current scene frame will shift forwards with each f12 render. Higher shutter and steps values will cause progressively larger jumps forwards.\n\n- set Eevee renderer\n- enable motion blur\n- set a shutter value of 4.0\n- set a steps value of 32\n\n[#79213.blend](T79213.blend)\n- F12 render\n\nCurrent frame will advance by +1\n\nAlthough it's unusual for a shutter to go above 1.0 seconds in most situations, some digital cameras and frame-stores can do this for artistic effect so it'd be a shame to be limited it to 1 second or less. Even old tube cameras could do it around bright lights because of phosphor decay!\n\n**Edit:** This coincides with the recent changes to motion blur. I have amended the Broken/Working details."
] |
Smoke Sim SubFrames Not working
Operating system: Windows 10 Home
Graphics card: Titan X (pascal 2016)
blender-2.80.0-git.2a79e3463130-windows64 (latest release)
**Short description of error** Smoke Sim Sub Frames Not working for particle or objects
Create a smoke sim, create a fast moving particle or object, turn up sub frames on the flow object and It's not having any effect. | [
"Setting playback to anything but \"Play Every Frame\" breaks rigid body simulations\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: Current main.\nWorked: Never.\n\nWhen making a rigid body simulation, setting the playback mode to anything except \"Play Every Frame\" causes the simulation to break. This is because it doesn't correctly process the skipped frames.\n\n1. Make any physics simulation, for example two objects colliding\n2. Clear the rigid body cache if one exists\n3. Set the playback to anything except for \"Play Every Frame\"\n4. Observe the simulation breaks\n\n",
"Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)",
"Inflow not working inside enclosed collision effector\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\nWorked: 2.90.1\n\n**Description**\nInflow not working inside enclosed collision effector.\n\n**To reproduce**\n[#83483.blend](T83483.blend)\n\n- Open file\n- Play animation\n\n\n\n",
"Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\n",
"Hair (Particles): Cannot animate the property hair_lenght\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 2.93.5\n\nI can't animate the hair_lenght property in hair (particles)\n\n1. Select an object (mesh) and add hair (particles) to it.\n2. Add an animation key in the Hair Lenght property (4m by default).\n3. Change to another frame, modify the Hair Lenght property (put 0m for example) and add a new animation key.\n\n",
"Rigid body Bounciness parameter not functioning\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: 2.92 and version: 3.0.0 Alpha\nWorked: 2.83.13\n\nIn recent Blender versions the bounciness parameter of rigid bodies does nothing.\n\nOpen attached file, press space to start animation.\nOlder versions: ball bounces\nRecent versions: ball falls and immediately comes to an halt when it hits the surface of the cube.\n\n[Bounciness bug.blend](Bounciness_bug.blend)",
"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",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"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",
"Blender Mantaflow gas fire and smoke simulation - Adaptive Domain problem!\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nTHE SAME BEHAVIOUR FOR Blender versions 3.3.1 and 3.4.1.\n\nAdaptive Domain from time to time shrinks as intended, but those shrinks are sometimes visible.\n\n\n- Open [file](https://projects.blender.orgattachment)\n- Bake 180 frames\n- Check frames 173 - 178\n\nDomain shrinks while space is occupied by smoke with substantial density",
"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",
"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",
"Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG \n\n\n\n",
"Particle Emitter - Particles collisions not accurate\nOperating system: Linux-5.11.0-40-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha\nWorked: This has been an ongoing problem since starting with Blender from 2.8\n\n\nParticles are not respecting collision system in every case.\n\n- Create plane and add particle system\n- Give emitted particles a positive or zero gravity value in field weights\n- Add wind force field running roughly parallel to plane.\n- Add turbulence.\n- Add collision system to plane\n\nExpected behaviour is for the particles to bounce off the plane as they are emitted in a positive Z direction and blown by turbulence against the plane. Instead they often break through. In the past this has meant that particles are bypassing the collision system such that emitted bubbles break through the hull of a submarine, and in my current case, half my sand particles to be hidden from view in a desert scene.\n\nNote attached file which shows the behaviour. Watch the simulation side on and particles can clear be seen breaking through the mesh.\n\n[Sand Wind Test.zip](Sand_Wind_Test.zip)\n\n\n\n",
"Bug in particle system - missing particles representations\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.90.1\nWorked: potentially never, does also not work with 2.80\n\nWhen creating a particle system with `instance objects` and using more than ~15.000 particles, not all particles are represented with the instance object. The more particles the particle system contains, the more instance objects are missing. \nThe following images illustrate the problem.\n\nExample with 120 x 120 = 14.400 particles. All particles are represented with the instance object (in this case a cube) - except for the first particle at the top left corner. This particle is always missing - even for small particle systems. \n\n\n\nFor slightly bigger particle systems (e.g. 150 x 150 = 22500 particles), a few particles at random positions in the particle system do not contain an instance object (see the black dots)\n\n\n\nFor way bigger particle systems (e.g. 200 x 200 = 40000 particles) the last particles (i.e. the particles at the bottom right with the biggest indices are missing)\n\n\n\nThe presence of particles without instance objects also affects other particles when using specific nodes. For example, when using the `index` output of the `Particle Info Node` to compute a texture coordinate for each particle used to compute individual colors for the particles produced strange results.\n\nHere a working example for 120 x 120 particles (as reference)\n\n\n\nAnd here a non-working example for 200 x 200 particles (zoomed on the bottom-right corner)\n\n\n\nSide note: In all the examples, the particles are there, but the instance object representation is missing.\n\n\nExecute the following Python script within Blender's text editor. Or, when using Jacques Lucke's VSCode Plugin: execute the script (again) when Blender is already opened (since it does not work with a restricted context)\n\n[particle_sys.py](particle_sys.py)\n\nBlend file with the an incorrect particle system\n\n[particle_sys.blend](particle_sys.blend)\n"
] | [
"Smoke Simulator Ignoring Sampling Subframes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.80 from 2019-05-07 (recent)\nWorked: 2.79 probably\n\nSmoke simulator has a setting to help cope with fast moving objects that emit smoke, sampling subframes, but changes to the setting have no effect.\n\n\nObject quick effects quick smoke on the default cube\nKeyframe the cube's z position as positive 6 on frame 1 and negative 6 on frame 10\nSet the smoke domain cache to go from frame 1 to frame 10 and bake\nNotice that that there are gaps in the smoke\nChange sampling subframes on the cube to 5 (or anything over 0)\nBake the smoke simulation again\nNotice that the resulting smoke does not change at all, the gaps still exist\n\nThe following image depicts my simulation (the image would be the same with or without sampling subframes):\n",
"Smoke simulation subframe sampling not working\nOperating system: Mac OS\nGraphics card: Radeon Pro 560 4096 MB\nIntel HD Graphics 630 1536 MB \n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nSubframe Samples not working for Smoke simulation flow object. \n\n1.) Add a smoke domain\n2.) Add a smoke flow object and animate it going throught the domain cube.\n3.) Simulate the simulation with the flow object at 0 subframe samples and see result.\n4.) Simulate the simulation with the flow object using 10 subframe samples and see result. There is no difference between 0 subframes and 10 subframes like there used to be in Blender 2.79. \n\n[Subsample Test.blend](Subsample_Test.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Sampling Subframes not working 2.8\nOperating system: centos\nGraphics card:1080 ti\n\nBroken: 2.8 8b192e1a6a5f\n\nthe Sampling Subframes in the flow smoke object setting doent seems to have any effect\n\nBased on the default startup or an attached .blend file (as simple as possible).\nc-reate a smoke domaine from a default cube \n- create a smoke flow object from a default cube \n- create 3 key frame in translation\n- bake different simulation in point cache with different Sampling Subframes does not change anything in the result "
] |
Blender Shuts down automatically
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59
Broken: version: 3.2.0
I want to make loop cut to sprinkles in donut. Whenever I click on edit mode/modeling etc. blender automatically shuts down.
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"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",
"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",
"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",
"Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n",
"Cycles: 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.",
"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 3.3 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",
"Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.",
"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",
"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)",
"Evee Render crashes [2.80] Beta\nOperating system: Win10\nGraphics card: 980ti\n32GB memory\nSSD\n\nBroken:\n2.80 2019-02-10\n\nHard disk storage overflow occurring\n\nParticle simulations\n\n1000's particles\nover 10's of thousands frames\n\nIt seems Evee renderer is built around rendering baking viewport to file, in certain situations auto saving a large temporary baked file leads to a system running out of memory when the file exceeds available storage with large bakes.\n\nAutosaves with large bakes to any available memory on this, this can be replicated with high memory commit states.\n\nI also suspect when the memory commit exceeds the remaining memory on the computer, saving attempts to write to disk and subsequently crashes a number of background programs whose telemetry attempts to use disk space to hash the reports.\nThe target file attempting to be saved is corrupted if it is being overwritten.\nI haven't confirmed whether the project file or autosave file corrupts in the process of saving, but it is very easy to lose a project and or backup when the bake commit is disproportion large to available memory on the machine.\n\nautosave : Enabled (default 2min)",
"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)",
"Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n",
"Blender 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",
"Automatic weights fails with small-scale mesh faces / armatures\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro #2000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.41\n\nBroken: version: 2.91.0\n\nCiao!\nThanx for the wonderful Blender!\n\nIn my VSA Project a \nRig fail if a specific vertice is in the mesh, I cannot understand why.\nIf I delete it \nOM - CTRL P [With Automatic Weights] success\n!??\n\nIn file _KO the vertice is present and Rig fail\nIn file _OK the vertice is NOT present and Rig success\n\nThe two test file in attach are identical but the OK is without the vertice.\n\nThere is no a function that stop the rig process and let me know where the error is maybe moving on to the next step?\n\n!! Sorry files are big, but is my first post and I don't know how to cancel the uploading process of them !!"
] | [
"Blender crashes upon trying to open Edit Mode, Modeling Workspace, and UV Editing Workspace\nOperating system: Windows 10 21H2\nGraphics card: RTX 3080-Ti 12GB\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 3.2.0\nWorked: (newest version of Blender that worked as expected) 3.2.0\n\nWhile editing the sprinkles at roughly 2 minutes in Part 10 of BlenderGuru's Beginner's guide for Blender 3.0, my Blender will crash when trying to enter Edit Mode, Modeling Mode, and UV Editing\nBased on the default startup or an attached .blend file (as simple as possible).\nJust press tab to enter Edit Mode. Works when the cylinder doesn't have the subdivision, but crashes as soon as it has it.\n[Donut.blend](Donut.blend)",
"Crashed when entering edit mode\nOperating system: Windows-10-10.0.21996-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.2.0\n\nafter adding subdivision modifier on cylinder, and when i click \"Tab\" or change to \"edit mode\" my blender crashed (doesnt happen seem to happen on regular meshes)\n\n * open attached .blend file\n * select the \"Cylinder (crashed when entering edit mode)\"\n * press \"Tab\" or change to \"edit mode\"\n\n[try 1.blend](try_1.blend)\n\n{[F13206316](image.png), size=full}\n\nthanks!\n",
"Blender crashes whenever I add a subdivision modifier and go into edit mode\nOperating System: Windows 11\nGraphics card: None\n\nBlender Version: 3.2\n\nWhenever I try to edit a sprinkle model for a donut I'm making, it will work. But as soon as I try to add a Subdivision modifier, while still in edit mode, Blender crashes. It also works if I try to edit said sprinkle with a Subdivision already applied\n\nMy exact steps so far have been: \n1. select and frame the sprinkle model\n2. go into edit mode on said sprinkle(or add subdivision modifier)\n3.add subdivision modifier(or go into edit mode)\n4. crash",
"Crash on switching to edit mode after applying a subdivision surface.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.2.0, 2022-06-21\n\nAfter applying a subdivision surface to a cylinder, trying to switch the mode to edit mode causes the application to crash.\n\nI have tried limiting to cylinder count to a very small number but the crash still continues whether I switch to edit first and then apply the subdivision surface (crash) or applying the subdivision surface then switching the mode (also crash). I am also following this tutorial and timestamped the step in where the crash occurs.\n\nbLw0HwphXO0?t=88\n\nCrash File:\n[donut-v1.crash.txt](donut-v1.crash.txt)\n\nProject File:\n[donut-v1.blend](donut-v1.blend)\n",
"Blender App Suddenly Closes\nOperating system: Windows 11\nGraphics card: rtx 3070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 3.2.0\nWorked: (newest version of Blender that worked as expected)3.2.0\n\nI am doing the blender tutorial by Blender Guru.\nI have to edit my sprinkle(cylinder) but when I select the object in Object Mode & after press TAB to goto Edit mode, the app suddenly closes. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n[name ](URL)",
"Edit Mode Bug- Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\n[Have geometry node of icing from Blender Guru video part 10(time stamp:2:09) I was attempting to click the sprinke and go into edit mode but every time I do, the whole system crashes. Edit mode works for every other object in the donut. This appears to happen when the subdivision multiplier was added. Crash occurs each time I click edit on that specific sprinkle]\n\n[Followed the Blender Guru 3.0 tutorial to part 10 to 2min in the video. Everything else has worked flawlessly. ]\n[Based on the default startup or an attached .blend file (as simple as possible)] dont know how to link it\n\n\n",
"Crash when editing a sprinkle with geometry nodes/sub modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nBroken: version: 3.2.0\n\n[Crash when selecting the main sprinkle and switching from object mode to edit mode.]\n\n[ Crash also happens when I'm on that sprinkle object and I click on any of the top tool menus. Currently, the sprinkle has a sub modifier on, but when I remove the modifier, the crash does not occur. All other objects can switch to edit mode while the main sprinkle has the sub modifier. Crash happens only when I interact when the sprinkle to switch from object to edit, or when I have the sprinkle selected and select one of the top tool menus. Crash also does not occur when I delete all of the geometry nodes attached to make the sprinkles. {[F13264511](SimpleDonut1.blend)}]\n\n",
"Blender Crashes upon adding a Subdivision Modifier on a simple Cylinder\n64 CORE Threadripper with 256Gb RAM\nOperating system: Windows 10\nGraphics card: 2 RTX A6000 NV Link\n\n**Blender Version** 3.2 (LATEST)\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nI was going along in the Lesson 10 of Blender Guru Donut Tutorial. The step was to select the cylinder we are using as a sprinkle topping for the donut which is connected to a weight paint vertex group and referenced in the geometry nodes. \n\n\nI am including the blender file if you would like to reproduce on your end.\n\n1.) Select Cylinder in scene while in OBJECT mode. \n2.) Add Subdivision Modifier. Set to Levels Viewport 1. Render 1.\n3.) Go to Edit Mode in any way you wish. It still crashes.\n\nOnce I click Edit Mode, whether it's CTRL-TAB or in the upper left corner in the drop-down, the program just quits instantly. I tried this on 3 computers and got the same result, so I don't think it's a computer memory issue considering my system info above. This is a brand new computer. Top of the line workstation. The other computers are all updated but not as high performance as the one I listed above. \n",
"cylinder with subdivision surface - edit mode --> crash\nOperating system: Intel(R) Core(TM) i7-10510U CPU @ 1.80GHz 2.30 GHz\nGraphics card: NVIDIA GeForce MX250\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nBlender 3.2.0\n\ncylinder with subdivision surface - edit mode --> crash\n\n\nI choose a cylinder under Mesh. Then I add an subdivision surface modifyer. Then i try to enter edit mode, but then blender shuts down. \n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Crash on Switching to Edit Mode on a Mesh being used as the 'Instance' on 'Instance on Points' in 'Geometry Nodes'\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 497.09\n\nBroken: version: 3.2.0\nWorked: 3.1.0\n\nBlender crashed when I to change to 'Edit Mode' with a mesh which I'm using as 'Instance' input in an 'Instance of Points' on a Geometry Nodes group.\nI verified and this does not occur on Blender version 3.1.0\n\n* Open attached .blend file [crash-simplify_blender3-donut1-part10-v4.blend](crash-simplify_blender3-donut1-part10-v4.blend)\n* Select mesh 'springkle'\n* Change to 'Edit Mode'\n\n"
] |
seams are not visible when I do uv mapping
Operating system: Linux-4.19.284-2-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI
Graphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.4
Broken: version: 3.6.0
Worked: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0,
lines are not visible when I do uv mapping
I enter in edit mode of the default cube, select a face, press the u key and then check the option "mark seams" but the marks are not visible, as before with red lines, in version 2.9 it works normally,
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"Unable to see cursor point properly when R/S/G keys are used\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\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n\n\nSee youtube Fh6OYqW2AfU\n",
"FCurve editor: Inconsistent/unclear display of group visibility state\nWin7/64, GTX 750 Ti\n\n2.74 official\n\n\nThe group visibility icon (in red circle) makes no useful statement about the visibility of the contained channels.\n\n - Open [FCurveVisibleState.blend](FCurveVisibleState.blend)\n - As you can see in the FCurve window, all three channels are visible (True), so is the group.\n - If you click the visibility of the \"X Location\" channel in order to hide it, the group visibility is still True.\n - If you additionally hide the Y and Z location, the group visibility state is still True.\n\nThis means that the group visibility icon is True if either all, some or none channels are visible. In other words, it does not reflect anything useful. It only acts as a button to toggle the state of the channels.\n\nIf the group icon is not to display an intermediate state (some but not all channels are visible), the True state should indicate that at least one channel is visible. Consequently, the only required change is: If no channel is visible, the group icon should also be set to False. Otherwise, if the group is collapsed and the group icon displays True, we always have to expand the group in order to find out if any channel is visible at all.\n",
"Misleading Mark Seams/Sharp tooltips in bevel operation\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.2.230217\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso can confirm with 2.93 and 3.3 LTS versions.\n\n\n\n\n\nTooltips (possibly the names too) for Mark Seams/Sharp are misleading. It sounds like they are for marking seams/sharp to beveled edges, but they are actually about not breaking the flow of seams/sharp. From [the manual](bevel.html):\n\n> Seams\n> If a seam edge crosses a non-seam one and you bevel all of them, this option will maintain the expected propagation of seams.\n> \n> Sharp\n> Similar to Mark Seams, but for sharp edges.\n\n- In edit mode, bevel along edges\n- Look at the redo panel\n\n",
"Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n",
"UV Editor has no 'View Overlay' Theme option\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0\nBroken: 2.90, 2.91, 2.92, 2.93, 3.0 used something else (black in my case)\nWorked: 2.83\n\nThe UV Editor theme does not have a `View Overlay` option. So the color of the scale operation widget, for example, can only be edited in the 3D View.\n\n3D View:\n\n\nUV editor:\n\n\n- Go to `Preferences > Themes > 3D Viewport` and change the color in `View Overlay`\n- In the 3D View press `S` - see the color of the widget\n- In the UV Editor press `S` - compare the color\n\nSee youtube to tell you: A9RUxR1QmYI",
"Creating UV Maps from Face Sets\n# Issue\n\nThis is based on a popular request from users.\nOn very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs.\n\nFor that case it can be a fast solution to use face sets from sculpt mode to create a new UV map.\nSome users already started creating geoemtry node operators and addons to acheive this:\n2017\n\n<video src=\"attachment\" title=\"face_set_to_uv.mp4\" controls></video>\n\n# 'Unwrap Face Sets' Operator\n\nTo get proper feedback on the new UV map it might be best to add an operator \"Unwrap Face Sets\" to the \"UV\" menu in the UV Editor.\nThen the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.\n",
"Operators for visibility on active face set missing from menus\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe default hotkey to show or hide the active face set does not appear in the menus.\n\n\n- Open Blender\n- Switch to Sculpt Mode\n- Use the Draw Face Set brush to create some face sets\n- Use the shortcut `H` and `Shift H` to control the visibility of the active face set\n- Search for the mneu entires of these shortcuts",
"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",
"Cycles viewport render border no longer shows scene behind with OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 2.80 Hash: 42dd888b98\nWorked: 2.79b.\n\nCycles Preview render removes all shading from the scene. This is very evident when using border renders to help isolate down sections to work on (which is key for working on large scale production scenes.\n\n1. Open attached blend file in blender 2.79\n2. hit shift z in the 3d viewport\n3. notice how you can see the building to the left\n4. close blender 2.79, and open the attahced blend file in blender 2.8\n5. hit shift z in the 3d viewport (blender 2.79 keymap)\n6. notice how you cannot see the building to the left anymore? \n\nThis means that reframing whilst border rendering is no longer possible, nor is it possible to change the border render without guessing to work on a different area of the frame without having to go back to solid mode and then back to rendered mode. Going in and out of solid mode can be 20-30 seconds on production scenes so limiting the amount of switching is important.\n\n[example.blend](example.blend)",
"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",
"Textures mapped on UVs with very high location values appear emissive when rendering on CPU\nTextures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. \n\n### Original Report\n\nOperating system: macOS Monterey 12.4\nGraphics card: Apple M1 Max\n\nBroken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17\nWorked: Cannot find a version in which it works.\n[system-info.txt](system-info.txt)\n\n**Background**\n\nI'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.\n\n**The Bug**\n\nWhen a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.\n\n**In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.\nExample 1:\nGPU ONLY  CPU \nExample 2:\nGPU ONLY  CPU \nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU \nExample 4, blender 3.3.0 2022-07-17:\nGPU  CPU  Replaced problem faces with 100% white diffuse material \n\n**When rendering to file**, I have seen two cases:\n - The image looks like in the viewport while rendering, but when finishing the render the image becomes black.\n - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. \n\n**Desired behavior:**\nThe result from pure GPU rendering is the desired behavior.\n\nOpen attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.\n[bug-textures.blend](bug-textures.blend)",
"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.",
"Regression: Hiding all points of a spline in curve edit mode does not hide splines\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: version: 2.93.6\n\nCaused by b9febb54a4\n\nHiding all points of a spline in bezier edit mode does not hide the related curve spline\n\n1) Add a bezier object (like the squigle)\n2) Go into edit mode\n3) Select all the points\n4) Press H to hide\n5) Only the points are hidden but the curve (spline) remains visible\n\nExpected behavior:\n5) Both the points and the related curve spline are hidden (as they were in 2.93.6)\n\n[#93756.blend](T93756.blend)",
"Multires: Missing updates are not communicated in the UI\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.8x up to 6fff73e3f001 from 2020-01-23\nWorked: 2.79b\n\nCurrently it’s not possible to use Shrinkwrap (modifier and constraint) and Walk Navigation with Gravity (toggling Gravity causes you to fall through the floor, teleporting doesn't work) with object that has subdivided Multires and is in Sculpt Mode. In 2.79 Shrinkwraps are not updating during sculpting but it's still possible to see where objects are being shrinkwrapped. Not being able to see shrinkwraps becomes problematic in a very similar way as not being able to see textures while sculpting.\n\n\n1.\tOpen provided file in 2.79 and observe that Road and House objects are shrinkwrapped to the Landscape object while subdivided Multires is in Sculpt mode. You can use Walk Navigation with Gravity to walk or teleport over the surface.\n2.\tOpen provided file in 2.8, both Shrinkwraps will be disabled and you will not be able to teleport or walk across the surface in Walk Navigation mode.\n[No_Shrinkwrap_and_Walk_Gravity.blend](No_Shrinkwrap_and_Walk_Gravity.blend)",
"Outline Width preference abnormal behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAlthough we have 5 pixels of `Outline Width` options for the theme, the selection outline only has only two thicknesses available.\n[2020-09-20 14-53-28.mp4](2020-09-20_14-53-28.mp4)\n\n- In the `Interface - Line Width` preference set to `Auto` or `Thin`\n- In the `Themes - 3D Viewport - Outline Width` try test all available pixels (1-5px)\n1px and 2px show up the same, and 3px, 4px, and 5px show up the same effectively giving a choice of only two line thicknesses.\n\n- In the `Interface - Line Width` preference set to `Thick`\nThe line thickness is now **constant** and doesn't change with the theme setting, and is slightly thicker than what 3, 4, and 5px would give.\n"
] | [
"Mark seam and mark sharp does not display edge colors red and cyan in Blender 3.6.1 Linux 64bit\nOperating system: Linux-5.19.0-50-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4000 (IVB GT2) Intel 4.2 (Core Profile) Mesa 22.2.5-0ubuntu0.1~22.04.3\n\nBroken: version: 3.6.1\n\nWorked (The bellow versions displays the overlays correctly in Linux!!!) : \n\n--> Blender 3.6.1 Windows version runs via Wine (Wine Is Not an Emulator). \n\n--> UPBGE 0.36 Linux (which is based in Blender 3.6 also works).\n\n[While in edit mode \"mark seam\" and \"mark sharp\" does not displays the colors red and cyan respectively (even if there is a seam, no color is set). Load factory settings and saving startup file were made as a test with no results. Blender 3.6.1 windows version runs via Wine in this system and do not show the issue, the lines are marked red and cyan, as usual. UPBGE 0.36 which is based in Blender 3.6 also displays the marked lines red and cyan as usual ]\n\n[Download the Linux default version distributed in Blender.org as a tar.xz (Blender3.6.1 64bit in this case) Unzip it and double click the binary to start Blender. Enter edit mode in the default cube. Select an edge. Use the shortcut \"Crtl + e\" to access the edge menu. Pick \"Mark seam\". Even though the seam is marked no color is set]\n\n",
"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"
] |
Switching audio between the view layers when playing will overlap the playback
Operating system:win10
Graphics card:GTX1060
Broken:blender-3.0.0-candidate+v30.2fb8c6805a98-windows.amd64-release
1.Add audio to video sequencer
2.Add multiple view layers
3.* * switch the view layer when playing
4.The audio is repeated, and if you switch it again, the sound becomes more frequent | [
"Mesh to Volume intersection artifacts\nOperating system: Ubuntu18x64, Ubuntu20x64, Win8x64.\nGraphics card: Mesa DRI Intel(R) HD Graphics (BYT) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0, 3.1\n\nIntersecting Mesh to Volume produces artifacts (on CPU. GPU not tested).\n\n[volume-intersection.blend](volume-intersection.blend)\n - Open,\n - Run viewport Render Preview on the left side.",
"NLA: Fix Dragging Strips\nNOTE: test the patches for Solution1 temp-[D10103](https://archive.blender.org/developer/D10103)-nla_support_strip_overlap_during_transform/temp-[D10103](D10103)-nla_support_strip_overlap_during_transform-blender-2.92.0-5065c0e6d5bc-windows64.zip\n\nThis is no longer true, we would rather remove them and improve the interaction with HOLD type ****Update design since transition strips should be kept.****\nTodo: Add concrete examples where transitions are useful in the ideal case (where strips animate through the transition).\n___\nReport: #82195 (NLA tracks won't pass through actions or locked tracks)\n\n**Summary:** The ideal solution is to get rid of transition strip types. They're useless. Let strips overlap. When they do, they get blended in order like an upper strip. Then we don't have to restrict movement.\n\n___\n\nBehavior can be found in: (transform_convert_nla.c) *recalcData_nla()*\n**Problem**: The core intent of the function is to prevent moved strips from overlapping other strips. The restriction is reasonable since NLA evaluation is undefined in this case. However, the implementation prevents the ability to move a strip to its destination even if it wouldn't result in overlap. \n\nWhen moving strips:\n* You cannot move a strip through a locked track, even if not the intended final destination.\n\n* You cannot move a strip past another in the same track, even if the intended final destination would not result in overlap.\n\n* You cannot move a strip into through or into a track if doing so results in overlap. \n\n* Vertically moving strips, when there are no more nla tracks, leads to strips being vertically compressed. This breaks the animation when strip extrapolation is important.\n\n___\n**Solution1:** (Simpler solution) We only apply the restriction on the final strip location. If the strip cannot be placed without overlap, then we either cancel the move operation (not ideal) or notify the user (show the strip as red?) without cancelling.\n\n[D10101: Cleanup: Nla: Refactor nla.c functions](D10101) (independent patch) Does a little bit of refactoring which [D10103](D10103) relies on.\n[D10102: NLA: Strip Post-transform Horizontal Shuffle](D10102) (independent patch) Adds support for horizontal shuffling so users can horizontally drag strips past eachother.\n[D10103: NLA: Strip Post-transform Vertical Shuffle and Auto-Grow Track List](D10103) (depends on prior patches) Adds support for vertical shuffling so users can vertically drag strips into a new track even if it results in overlap or the user moves the strip into a locked track.\n\nPatches have been made for this solution since it's simpler and faster to implement. Overlap support can still be worked on but is a lower priority and still has design problems to figure out.\n___\n**Solution2:** (Ideal solution, but would take longer to implement) We change NLA evaluation to work properly when strips overlap. Then we can completely remove the restriction and let the animator freely move strips. \n \n**Patch1: Completely remove transition types**\nWe can simplify NLA evaluation here a bit. NLA transitions are problematic and ineffective. *Transition strip types should be completely removed.* They do a lerp between the previous strip's last pose and next strip's first pose. Generally in animation, lerping 2 poses is a problem you fix, not something you ever want. Support-wise, transitions are a bit broken anyways (see [D9711](D9711) and [D9713](D9713))\n\n**Patch2: Implement new behavior when strips overlap**\nInstead of an explicit transition strip type, we'll let action and meta strips support a new transition behavior. When two strips overlap, we simply blend the next strip as if it was an upper strip. That's the core idea. \"Transitioning\" strips of the same track would used for convenience and organization. This would simplify the keyframe remapping math. In [D8296](D8296), I couldn't figure out the math to properly invert through transitions between a Quaternion Combine strip and a Quaternion Replace (or any non-Combine) strip. With the new behavior, keyframing through transitions is simplified to inverting through any other strip. \n\n**Patch3: Re-add support for holding poses through the transition**\nThough, as is, both strips are always animated through the transition. We don't have the ability to hold one strip's boundary pose while the other animates through the transition. I propose a few new strip properties: `hold_left_duration` (unit: scene frame), `hold_right_duration`. The influence over these regions can be automatically calculated when strips overlap. Or they can be keyed into shape using the existing influence fcurve. As an example of these new properties, we'll have two strips that only overlap over this held duration. \n*Note. I'm having second thoughts on the properties. Yes, there should be support for holding poses through the transition. But the problem is how these properties are anchored relative to the strip bounds and what's most convenient. I want to avoid problems like the ones we already have with nla strip frame_start/end being tightly related to the action clips frame_start/end, scale and repeat values. This leads to unintuitive strip frame_start/end changes.*\n\n**Patch4: Finally loosen strip dragging logic (only relies on patch2)**\nWe can completely remove the dragging restriction and let the animator freely move and overlap strips.\n \n___\n\n(Pretend the two strips are in the same row/track. I did not draw them that way because I'm not sure how the UI should look. This also isn't a suggestion for how the UI should render)\n\nThis results in *nearly*the same result as old Transition clips. Only *nearly*, because the old implementation would first blend the prev strip with the lower NLA stack, then blend the next strip with the lower NLA stack, then lerp the two. The new behavior holds the previous strip's last pose over the light green area. The next strip's first pose is held over the pink area. The influence of the next strip increases linearly. \n___\n\nThis holds the previous strip's last pose. The next strip animates as it's blended.\n___\n\n\nAnother possibility.\n___\n\n**Problematic UI case**: I'm not sure what the proper UI should look like when one strip completely overlaps. The animator can always just move the strip out above as a work around. Logically, it would evaluate fine. It would just be a UI issue. What if N strips overlap? It still all works out. We blend the strips in the order of their start frame. What if all strips are on the same start frame? That case won't be properly supported and considered undefined (as in we won't fix it). The animator can and should fix it themselves. \n__\n\n**Alternative WorkAround:** Add operators that can be used as workarounds.\n* ([RCS]())Send strip to the end of the active strip or track, with options to handle overlap properly. \n\n___\nPatches:\n\n**(Abandoned)Patch set 1: Removal of transitions** \n*Note: I'm not sure how file versioning should be handled? I haven't removed the strip type NLASTRIP_TYPE_TRANSITION yet. I'm not sure if the enum should remain so it can be used for file versioning to either delete transitions or convert them to the new behavior (after Patch set 3).*\n[D9702: Nla Transitions Obselete: remove ui icon](D9702)\n[D9703: Nla Transitions Obselete: Nla Stack no longer evaluates Transitions](D9703)\n[D9704: Nla Transitions Obselete: Remove Operator Add Transition](D9704) \n[D9705: Nla Transitions Obselete: Remove themed drawing](D9705) \n[D9706: Nla Transitions Obselete: Remove default naming case](D9706) \n[D9707: Nla Transitions Obselete: Special case for adjacent strip deletion](D9707) \n[D9708: Nla Transitions Obselete: Adjacent strip overlap resolution](D9708) \n[D9709: Nla Transitions Obselete: nlastrip_get_frame()](D9709) \n[D9710: Nla Transitions Obselete: RNA strip frame_start/end set functions](D9710) \n[D9711: Nla Transitions Obselete: Transform, redundant check](D9711) \n[D9712: Nla Transitions Obselete: Transform, Cancelling](D9712) \n[D9713: Nla Transitions Obselete: Transform, broken strip exceed resolution](D9713) \n[D9714: Nla Transitions Obselete: Loose comments](D9714)\n**Abandon Reason:** I misunderstood why transitions were limited. Yes, their current implementation only supports single pose transitions. But they would be more useful if the strips animated through the transition. Alexander Gavrilov suggested we keep transitions for their branched evaluation behavior.\n",
"Geometry Nodes: Simulation and Repeat nodes is work though they are muted\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\n\n\n1. Geometry Nodes tree:\n a. Add Simulations nodes.\n b. Mute both.\n2. Play animation.\n\n",
"VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n",
"With FPS change, VSE does not change clip start frame\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nAlso problem in 2.92, 3.3.2, 3.5 alpha\n\nWith a FPS change, VSE changes the duration of an audio clip but not the start frame and the clips become misaligned.\n\nBest seen with two clips starting at different frames. See images. In my example the audio clips are mono at 11025 Hz. (Seems video clips act the same way.)\n\n{[F14133157](24.png),size=full}\n{[F14133163](6.png),size=full}\n\nI know there are several somewhat related reports re: VSE and FPS. Hope not a duplicate.\n\nThanks!!! (for all the great work!)\n\n",
"UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top.",
"Splitting strips will change image output\nOperating system: Windows 8\nGraphics card: 550Ti\n\nBlender Version\nBroken: 2.93.0 Beta\nWorked: Not sure\n\nSplitting strips with \"hard\" method will change image output.\n\nAdd movie or image sequence to VSE\nSplit strip by pressing Shift + K\n\nImage will change\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",
"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",
"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",
"Modifying keymap produces unreliable results when duplicate entries exists\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.83-3.0\n\nModifying keymap produces unreliable results when duplicate entries exists.\n\n**Steps to reproduce**\n1. To create duplicate keymaps apply patch \n[P2817: (An Untitled Masterwork)](P2817.txt)\n```\ndiff --git a/release/scripts/presets/keyconfig/keymap_data/blender_default.py b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\nindex 5fb0f052154..ad335883afa 100644\n--- a/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n+++ b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n@@ -2758,20 +2758,28 @@ def km_sequencercommon(params):\n def km_sequencer(params):\n items = []\n keymap = (\n \"Sequencer\",\n {\"space_type\": 'SEQUENCE_EDITOR', \"region_type\": 'WINDOW'},\n {\"items\": items},\n )\n\n items.extend([\n *_template_items_select_actions(params, \"sequencer.select_all\"),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n {\"properties\": [(\"type\", 'SOFT')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS'},\n {\"properties\": [(\"unselected\", False)]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"unselected\", True)]}),\n (\"sequencer.unmute\", {\"type\": 'H', \"value\": 'PRESS', \"alt\": True},\n {\"properties\": [(\"unselected\", False)]}),\n\n```\n \n\n2. Remove shift modifier key from all `sequencer.split` keymap entries\n - First time this works, after that entries will be removed\n3. Try to set Shift modifier key for last `sequencer.split` keymap entry.\n - This sets Shift modifier key on first `sequencer.split` keymap entry.\n4. Try to set Shift modifier key for second `sequencer.split` keymap entry. (Type is Hard)\n - This entry will jump to bottom and it is last entry now.\n",
"Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n",
"Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n",
"Multiple Frame Rates/ Playback/ VSE scene strips\nOperating system: windows 10\nGraphics card: rtx 2060\n\nBroken: 2.90.0\nWorked: Never\n\nI'm using the VSE and I have 2 scene strips from two different scenes inside the VSE.\nThe first scene strip references a scene that is set to 12 FPS.\nThe second scene strip references a scene that is set to 24 FPS.\nThe 3rd scene is where I'm using the VSE, and this scene is set to 12 FPS.\n\nThe problem is, all the scene strips are playing back at 12 FPS by default in the scene where I'm using the VSE. In other words, the scene that is 24 FPS is playing back at 12 FPS.\nIf I'm not mistaken, this wouldn't happen with real footage. Two recordings with two different FPS dropped into a project would play back at different speeds.\nWhat I'm trying to do is have a video at 12 fps, and the put a 24 fps scene strip in the VSE so that i can put it in slow motion and have it play back with the same quality. \n\n- Open attached file\n- Run VSE\nNote that the cube shown on each strip has the same speed in the animation.\nIt was expected that one was twice as fast than the other.\n[_VSE scene strips.blend](_VSE_scene_strips.blend)",
"\"Use for Rendering\" tickbox in View Layer Properties only properly automating if View Layer is active\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93\nWorked: 2.80\n\n**Description**\n\n\nWhen you automate the \"Use for Rendering\" tickbox on a view layer, its change does not update during F12 renders unless you have that specific view layer open in your scene. \n\nVideo explanation:\nwatch?v=Prp5Vpeu5XE\n\n**Steps to reproduce**\n[#89235.blend](T89235.blend)\n\n- Open file\n- Render image - 3 cubes are visible\n- Change active view layer to \"RED LAYER\" and back to \"GREEN LAYER\"\n- Render image again - 2 cubes are visible\n\n"
] | [
"When animation is stopped, VSE audio may continue playing\nLinux 64-bit\n\n2.92\n\nIf two main windows are open, each with different view layers, it is possible for audio to continue playing unexpectedly after animation is stopped.\nThis is a re-submission of #85031 which was closed. The problem still persists in the latest version of Blender and I just triggered accidentally!\n\n\n - Open the attached file (enable Load UI)\n - Play the animation in one window.\n - Press escape in the other window.\n - The audio will continue playing. When this happens, it is difficult to make it stop.\n\n[VSE Sound Bug.blend](VSE_Sound_Bug.blend)\n\n\n\n",
"Changing View Layers while playing a scene with synced audio causes the audio to keep playing even after the scene is paused/stopped\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93\nWorked: N/A\n\nDescription\n\nSteps to reproduce:\n\n [SyncedAudioViewLayerProblem.blend](SyncedAudioViewLayerProblem.blend)\n\nOpen the file and play the animation with sound. \n\nChange to the other view layer and then pause the animation. \n\nThe audio will still be playing, and it will play your entire sequence of strips all the way to the end. Sometimes it even makes a second copy of the audio and you get slight echo. \n\n"
] |
When animation is stopped, VSE audio may continue playing
Linux 64-bit
2.92
If two main windows are open, each with different view layers, it is possible for audio to continue playing unexpectedly after animation is stopped.
This is a re-submission of #85031 which was closed. The problem still persists in the latest version of Blender and I just triggered accidentally!
- Open the attached file (enable Load UI)
- Play the animation in one window.
- Press escape in the other window.
- The audio will continue playing. When this happens, it is difficult to make it stop.
[VSE Sound Bug.blend](VSE_Sound_Bug.blend)
| [
"Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n",
"Physics: The default value for Format Volumes is nothing...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\n\nThe default value for Format Volumes is nothing...\nBlender will stop working if you try to let the Animation play. EDIT: Can no longer reproduce with Blender 3.0\n\nDo a Backspace (to reset to default) on \"Format Volume\"\n![2021-09-09 09_15_29-Blender_ [C__Users_raimund.klink_Downloads_adaptive bug2.blend].png](2021-09-09_09_15_29-Blender___C__Users_raimund.klink_Downloads_adaptive_bug2.blend_.png)\n[happy_little_bug.blend](happy_little_bug.blend)\n\n",
"No Exit Temp file created when accidentally exiting steam.\nDon't think this is related in any way but i have\n8GB ram\n850m\n1tb hdd\ni7 4770\nMSI GE70 apache\n\nblender 2.77\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n",
"Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)",
"Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)",
"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).",
"Cycles viewport render doesn't resize if an animation is playing.\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken version: 3.5.0 Alpha\nBroken version: 3.3.1\n\nIf a .blend file contains a animation, and the animation is playing, and you're in the Cycles rendered viewport mode, then the viewport resolution/size will not update as you adjust it's size.\n\n1. Create a scene that has a colour that differs from the standard background colour of the 3D viewport.\n2. Animate something in the scene (E.G. Animate the movement of an object)\n3. Change the render engine to Cycles (This issue only appears in Cycles for me.)\n4. Enter the rendered viewport mode so you're now seeing a Cycles viewport.\n5. Start playing the animation.\n6. While the animation is playing, start adjusting the size of the 3D viewport editor and notice how the Cycles rendered view isn't updating with the change in size. This is the issue. Once you stop playing the animation, it will update.\n\nHere is a video demonstrating the issue:\n\n[Cycles preview doesn't resize.mp4](Cycles_preview_doesn_t_resize.mp4)\n",
"Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\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",
"Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)",
"VSE: Splitting Speed effect strip break movie continuity\nOperating system: Linux-5.11.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: this seems to be broken for years\n\nWhen splitting a strip that has a Speed effect applied, there's a break in continuity of the video: last frame before the split does not match the first frame after the split. As a user, I expect that a split operation keeps continuity.\n\n1. Add a movie/image sequence strip\n2. Apply a Speed Effect sequence over it, then set Speed Control to Multiply and set it to 10 (any value should work, but higher ones should make the problem easier to spot)\n3. Move the playhead to the middle of the strip and hit K to split it\n4. Check that there's a break in continuity at the split\n",
"Particle systems on a moving emitter with particle settings start/end outside the animation frame range showing up in wrong place intermittently\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.0.1\nWorked: xx\n\n[Desktop 2022.02.10 - 14.44.35.08.mp4](Desktop_2022.02.10_-_14.44.35.08.mp4)\n\nRepro steps with particle_bug.blend (attached)\n[particle_bug.blend](particle_bug.blend)\n1. Press play, observe:\n - on the initial frame of the animation, a cubic volume of particles spawn at the initial position of the cube\n - when the animation loops, the trail of particles disappears\n**This is the behavior I believe is a bug.**\n\n2. Change the animation start frame from 40 to 0, and let the animation play through at least one full loop.\n3. Change the animation start frame back to 40, and observe:\n - on the start frame of the animation, no cube of particles appears at the initial position of the cube\n - when the animation loops, the trail persists with each particle seeming to remain in its existing location.\n**This is the behavior I believe is intended when using duplicate particle systems with non-overlapping timespans to create the illusion of looping particles.**\n\n4. In the particle properties tab on the right, select the 'during' particle system (instead of the currently selected 'pre' particle system), and observe:\n - the behavior from step 1 immediately resumes: the particle trail disappears and the cube of particles appears at the initial position of the cube on the first frame of the animation.\n**This is the easiest way that the bug can be reproduced predictably.**",
"Cycles: Persistent Data stops \"Animated Seed\" from working\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken version: 3.1.0 Alpha\nBroken version: 2.93.6\nWorked: Unsure\n\nWhen the Persistent Data option is enabled the `Animated Seed` option doesn't appear to operate work.\n\n1. Create a scene in Cycles with noticeable noise.\n2. In the `Advanced` tab of the `Sampling` settings, enable `Animated Seed` (click on the clock icon beside the `Seed` value)\n3. In the `Performance` tab of the `Render Properties` enable `Persistent Data`\n4. Render an animation.\n5. Notice that the seed pattern doesn't change between frames. Disabling `Persistent Data` resolves this.\n\nHere is a file that does steps 1-3 for you:\n\n[#93534 - Persistent Data - Animated Seed.blend](T93534_-_Persistent_Data_-_Animated_Seed.blend)\n\nNote: The first time I rendered this, frame 1 has a different seed than all the other frames. Subsequent re-renders sees the seed used on frame 1 matching all other frames.",
"Tooltip gets triggered when leaving modal dialog\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.0 Beta\nWorked: -\n\nWhen moving the mouse cursor outside of a modal File Dialog, sometimes a tooltip is triggered when it shouldn't. Probably an edge detecting bug.\n\nI've included a GIF recording with this bug report that hopefully explains the behavior I noticed. Here are some steps to reproduce:\n1. Start Blender and select `File -> Open` to display the File Dialog.\n2. Ensure the \"Recent\" section on the left of the dialog has multiple entries.\n3. Resize the File Dialog so that the \"Recent\" section is truncated by the bottom border of the File Dialog. It should be truncated so that it displays only the top few recent folders (i.e. the other folders, the little disclosure triangle and the section's bottom drag bar shouldn't be visible).\n4. Hover the cursor over the File Dialog and move it outside of the dialog, making sure you exit the dialog through the bottom part of the \"Recent\" section.\n5. Watch as the \"Active Recent Folder\" tooltip gets triggered/displayed while the mouse cursor is outside of the dialog. This shouldn't happen!\n6. Now enlarge the bottom part of the File Dialog, so that the \"Recent\" section is no longer truncated and fully displayed (including its disclosure triangle and drag bar).\n7. Repeat step 4 and notice the tooltip doesn't get triggered anymore! This is the desired behavior.\n8. Resize the bottom part of the File Dialog so that the \"Recent\" section is again truncated, but this time don't truncate its bottom part (i.e. the disclosure triangle should be visible).\n9. Repeat step 4 and notice the tooltip again doesn't get triggered anymore! This is again the desired behavior.\n\n\n\n**Conclusion**\nIt looks like the the File dialog somehow doesn't properly detect the mouse has exited the dialog when it exits directly from a section's contents, thereby not crossing over the section's border/other UI parts.\n\nI hope this makes some sense ;-)\n",
"Reordering menu or modifier in Properties Panel spams modal events until Blender restart.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.1\nWorked: I'm not sure the newest but tested 2.90 and it worked correctly there.\n\nIf you run *bpy.app.debug_events=True* from the Py Console, then click to move a menu or modifier in the Properties Panel, that is, drag to reorder it, you'll note that Blender goes from reporting event input data in the System Console to non-stop spamming of event.type as \"TIMER\" and event.value as \"NOTHING\" and it won't quit until you restart Blender. This can be seen by running bpy.app.debug_events, as well as in any additional addon or script that prints event.type and event.value during its modal function while running after clicking to reorder a menu or modifier in the Properties Panel.\n\nThis spamming can cause unexpected behavior in addons or scripts the user is running. For another example, if you click a menu or modifier to reorder it in the Properties Panel and then run the template code that comes with Blender \"operator_modal.py\" and paste this line within the modal function *print(event.type,event.value)* you'll see the spamming. This also happens in the latest builds of 3.1 and 3.2. \n\n\n\n\n\n\n - Open a vanilla install of Blender.\n - Go to the Scripting Workspace.\n - Enter this line into the Py Console \n\n\n```\nbpy.app.debug_events=True\n```\n\n\n - Press Enter.\n - Go to Window and press Toggle System Console.\n - Note the normal behaivor of debug_events\n - Now click and drag to reorder a menu or modifier in the Properties Panel.\n - System Console gets spammed with event.type \"TIMER\" event.value \"NOTHING\" until restart.\n - Event data of addons or scripts running modals also get spammed until restarting Blender.\n\n\n\n\n\n\n"
] | [
"Switching audio between the view layers when playing will overlap the playback\nOperating system:win10\nGraphics card:GTX1060\n\nBroken:blender-3.0.0-candidate+v30.2fb8c6805a98-windows.amd64-release\n\n\n1.Add audio to video sequencer\n\n2.Add multiple view layers\n\n3.* * switch the view layer when playing\n\n4.The audio is repeated, and if you switch it again, the sound becomes more frequent"
] |
Panning images in the image viewer is broken
Operating system: Windows 10
Broken: c3ecfdf40b02
Worked: 3.0
Panning images in the image viewer with middle click does not seem to work
Add an image to the image viewer
Try to move/pan the image with middle click
| [
"Support Viewport roll - around the cursor position\nCurrently view orbit supports zoom-to-mouse-position as a way to rotate and zoom around the cursor position.\n\nView roll however always uses the view center.\n\nWhile low priority, this would be nice to support. See: #70761 (Roll View ignores Auto Depth)",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"Update artwork for Windows installer\nThe images used in the Window installer are from an older version of blender.org, they could be updated to match current style.\ninstaller_wix/",
"Sample color add to palette, works for mouse click but not key press only\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA GeForce GTX 960M\n\nBroken: 2.80 2019-02-05 23:34\nWorked: (optional)\n\nUsing the **sample color** tool, **add to palette** option does not work properly.\n\n1. Press S+LMB with cursor on any color. The option **add to palette** is checked automatically(at the tool properties panel at the bottom left) and the color is actually added to the palette(tool properties bar at the top > brush).\n2. Press S with cursor on any other color(do not click). The option **add to palette** is still checked(because it remembers the last operation). new color is extracted and is now the foreground color. However it does not add the new color to the palette. Strange.\n3. Press S with cursor on any other colors(do not click). It behaves the same. **Add to palette** is checked but is not working.\n\n**Extra bug**\n1. Press S with cursor on any color(do not click). The option **add to palette** is not checked automatically.\n2. Try to enable the checkbox **add to palette**.\n3. Blender crashes.\n\nMaybe the solution is just to get rid of the checkbox **add to palette**.\nS is sampling color to foreground color, S+LMB is sampling color to palette. Why would we need the checkbox?\nIt is also possible to add the color to palette after sampling(to foreground color). This option doesn't seem necessary to me...\n\n[bug-samplecolortool-addtopalette.blend](bug-samplecolortool-addtopalette.blend)",
"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",
"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",
"Local Camera doesn't allow animation of camera from excluded collection\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\n Local Camera in N-panel not playing camera action, if this camera is in excluded collection. For comparison Cube is parented to rotating Empty from the same excluded collection and it is working fine.\n\n\nIn default scene:\n - Give Camera an animation and put it in a new excluded collection\n - Select this Camera as Local Camera in N-panel\n - Remove Active Camera (or replace with another camera) from Scene Properties tab and play animation -> not working\n - Include collection back and play again -> working ok\n\nIn attached file:\n - Play animation with excluded/included New Collection\n\n[camera_problem.blend](camera_problem.blend)\n",
"Creating new folder in File View disables \"select all\"\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 5)\n\nThis seem to happen only when 'Select All Toggles' is enabled.\n\n - Enable **Select All Toggles** in **Preferences** > **Keymap**\n - Open **File View** (can be open or save menu)\n - Pressing \"**a**\" should toggle selection of all elements (you need some files in the folder for that).\n - Create new folder.\n - Type in a name\n - Now pressing \"**a**\" does nothing. Using box select should fix it.\n[file_view_select_all_bug.blend](file_view_select_all_bug.blend)",
"Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving",
"VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n\n\n\n\n\n\n\n",
"Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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",
"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!",
"Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\n",
"Cycles doesn't refresh after changing color space of the image texture node in 3.0 beta.\nOperating system: Win10 20h2\nGraphics card: RTX 3090\n\nBroken: 3.0 beta Nov.22th daily\n\n[Color Space.mp4](Color_Space.mp4)\n\nUse image texture node to import a image. Changing the color space, cycles refreshes. \nLoad another image, it still works. \nBut after using the drop down menu to load back the previous image, it doesn't work any more."
] | [
"Image/UV editor pan problem\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 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: 3.1.0 Beta\n\nNavigation \"Pan the view\" doesnt work in Image/UV editor\n\nJust add any image in UV/Image editor and try to pan it\n[2022-03-17_11-51-39.mp4](2022-03-17_11-51-39.mp4)\n\n",
"Image editor pan and zoom stopped working\nOperating system: Windows 10\nGraphics card: Nvidia RTX2070s\n\nBroken: 3.2, ea0c86e961de, alpha, 2022-03-16\nWorked: 3.1, c77597cd0e15, stable 2022-03-08\n\nImage editor zoom not working as expected. Pan not working.\n\nOpen Blender, change panel to image editor. Open any image and move around.",
"No more panning in Image Editor\nOperating system: Linux-5.15.0-23-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\nWorked: Master from a few days ago, I guess this commit is the culprit: 33409f9f1c\n\nI can no longer pan images in the Image Editor. Panning \"Render Result\" on the other hand still works like before.\n\n- Open Blender\n- Press F11 to open an Image Editor\n- Load a deliberate file from disk or create a new image with e.g. \"UV Grid\" or \"Color Grid\"\n- Try panning -> Doesn't work (also tried it on Windows, same result)\n- Zooming works\n\n",
"Images don't move in image editor using middle mouse click\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\n\nLoading image to image editor and trying to move the image around using middle mouse click, it doesn't move at all, you can only zoom using wheel\n\n1. Load Image to image editor\n2. Try moving image using middle mouse click and drag around\n\nPS. you can move around while no image is loaded, only when image is loaded you can't move\n",
"Panning Broken in the Image Editor (Image Editor: Incorrect Image Offsets)\nBroken: version: 3.2.0 Alpha\nCaused by 33409f9f1c\n\nThe image offsets are incorrectly calculated for the image editor.\nThis is the cause of a few problems. \nMost notably, panning is broken in the image editor.\n\n**Steps to Reproduce**\nJust add any image in UV/Image editor and try to pan it\n[2022-03-17_11-51-39.mp4](2022-03-17_11-51-39.mp4)\n\n",
"Render Result moving with MMB broken\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nThe render result usually can be translated on the screen, with middle mouse button as far as i recall, but current version only zooms in top right corner.\n\nOpen Blender\nPress F12\nTry to move the render result around\n\n",
"Image Editor images can NOT be moved anymore\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nImages CAN'T be moved anymore BUT scaled in the Image Editor\n\n[Image editor-.mp4](Image_editor-.mp4)\n\n"
] |
Image reference artefacts with x-ray on
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
Broken: version: 2.83 (sub 9)
as title says. 3ppl tested, the same result.
[2020-03-15_19-18-13.mp4](2020-03-15_19-18-13.mp4)
add image reference, switch on x-ray
| [
"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",
"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",
"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",
"Eevee in VSE as Scene strips - erratic behaviour\nOperating system: Win 10\nGraphics card: Radeon RX580\n\nBroken: 2.80 version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-16 23:08, hash: 12da679fa094, type: Release\nbuild date: 16/06/2019, 17:07\n\nWhen using Eevee Scene Strips in VSE , the VSE viewport shows the wrong items on screen in OpenGL preview, and then the Render also does not show correct layering or camera moves\n\nOpen Blend file\nSee 3 scenes. \n- 2x animated (linked) scenes that render several layers in Eevee properly, then composite as expected\n- 1x Edit scene that has those linked scenes as Scene Strips in the VSE.\n\na) Observe in VSe that the viewport doesn't not reflect each Eevee scene in preview.\nb) Press render in VSE scene, and observe the render layers are broken and don't match the orig scene.\n\n[20190626.blend](20190626.blend)",
"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)",
"OpenEXR pipeline improvements\n- [ ] Camera metadata\n- [ ] Chromaticity metadata\n- [x] Naming (more) compatible with other software\n- [x] Support outputting metadata from File Output in compositor",
"Workbench: Reference image with 'always back' setting does not display\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.92\n\nIn Workbench render preview, reference image with always back setting does not display. It only flickers when the viewport is refreshed. This does not happen in solid mode.\n\nThis also does not happen with Workbench Next.\n\n[WorkbenchRefImage.mp4](attachment)\n\n[WorkbenchRefImage.blend](attachment)\n\n- Set the renderer to Workbench\n- Add an empty object with a image\n- Set its depth mode to Back\n- See it in render preview\n\n",
"Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n\n\n",
"Splitting strips will change image output\nOperating system: Windows 8\nGraphics card: 550Ti\n\nBlender Version\nBroken: 2.93.0 Beta\nWorked: Not sure\n\nSplitting strips with \"hard\" method will change image output.\n\nAdd movie or image sequence to VSE\nSplit strip by pressing Shift + K\n\nImage will change\n\n",
"Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium",
"wrong image resolution (dpi) reported for certain jpg files from Photoshop\nHappens on any os.\n\nBroken: (example: 2.91.2, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nAlso happens on any other version\n\n\nDear Blender team,\nSorry if I am reporting this issue in the wrong place.\nI am closely working with blender API and recently discovered a weird behavior that when image resolution cant be parsed from image metadata the blender return some random value.\n\n>>> img = bpy.data.images.load(\"C:\\\\Users\\\\VartanSaakian\\\\Desktop\\\\testPng\\\\test2.jpg\")\n>>> print(img.resolution)\n\n<Vector (2834.6458, 2834.6458)>\n\nSee the example - in fact, image DPI is 300.\n\n\n\nJust use following code and see the image resolution ->\nimg = bpy.data.images.load(image_path)",
"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",
"Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n\n\nfile output node's output:\n\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n\nFile output node's output:\n\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n",
"Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: \n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: \n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)",
"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"
] | [
"flickering display image reference in X-Ray mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83 (sub 15)\n\nReference image start flickering in viewport when X-Ray mode is turn on\n*Open attached .blend file\n\n\n[X-ray_image_reference_flickering.blend](X-ray_image_reference_flickering.blend)\nThanks!\n",
"Reference Image glitches in Solid viewport shading when selected and X-Ray is enabled\nOperating system: Linux-5.6.8-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 15)\n\nSee Video.\n(Don't mind the white, horizontal stripes. These are from the screen recording)\n\n1. Add reference Image\n2. make sure to be in solid view and enable X-Ray\n3. select the image and rotate the view\n\nThe cube is not needed btw. It will glitch out all by itself. 😉 \n\n[RefImage_Glitches.mp4](RefImage_Glitches.mp4)",
"Empty Image + X-Ray -> produce gliches\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83 (sub 11)\n\nWhen activating the X-Ray in Solid Mode this produces errors in the transparency of the Empty Images, transparent squares blink randomly.\n\nCreate an Empty Image and load an image.\nIn Solid Mode activate the X-Ray.\nMove the camera slightly.\n[2020-04-04 13-21-01.mp4](2020-04-04_13-21-01.mp4)\n\n",
"Background image and Xray mode produces checkered pattern \nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.83 (sub 6)\n\nGot this checker pattern glitch happening randomly, whenever i have a background image and enable xray mode. it's only solid mode though, tried to capture the moment/file when it happened.\n\n\n\n\n\n * Open the provided file and orbit/zoom around, you should be able to see a checker around the backgroud image/Object.\n\n\n[Bucket.blend](Bucket.blend)\n\n"
] |
Inconsistent cursor icon changes
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67
Broken: version: 2.80 (sub 60)
Worked: (optional)
When using GP Annotations the cursor changes to a brush icon; when you change to another tool (eg. select using either the space bar tool select menu, or by pressing W on the keyboard), the cursor icon stays as a brush. Sometimes the cursor will eventually change if you choose various tools, but then when you change back to Annotation tool it doesn't become a brush icon.
Open blender, change to annotation tool, start drawing on the cube, or wherever (I wasn't drawing on the cube surface).
Default startup file will do.
| [
"UI: Cursor showing on multiple windows if last seen on overlapping area\nOperating system: Linux, Pop!_Os 20.10\nGraphics card: GTX 1080ti\n\nBroken: Blender 3.0\nBroken: 2.65\nWorked: 2.64\n\nWhen using multiple windows that overlapped at the point of moving mouse from one windows to the other and then using some transform operations (scale, rotate) cursor will be present in inactive window at the point it was last registered.\n\n1. Open default scene.\n2. `Window` -> `New Window`.\n3. Resize window to make it smaller.\n4. Hover mouse to `main window`, then back to `new window`. Preferably not too fast. Remember point where mouse crossed border from main to new window.\n5. Optional: move `new window` away from that point.\n6. {key R} on cube. Notice there is now double arrow cursor in `main window`.\n7. Switch to `main window` making sure that `new window` overlaps `3D Viewport` of `main window`.\n8. Select cube and move mouse to `new window`.\n9. {key R}. Notice that cursor appears in `new window` at point where cursor was.\n\n[Peek 2022-01-15 13-04.mp4](Peek_2022-01-15_13-04.mp4)",
"Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n\n\n\n\n[ceramic.blend](ceramic.blend)",
"Wrong tool highlighted\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nIf you change any default tool and save startup file, highlighted tool shows wrong tool:\nI's related to new great feature: d99af958d7f990427d663e7eea969deb152c7297\n\n1. Change your selection to `select circle`.\n2. Save startup file (file-default-save startup file).\n3. Now create new file (file-new-general).\n4. Click and hold your selection tool to choose between them.\n5. You see wrong item highlighted like picture below.\nOther tools have same problem.",
"Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n",
"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)",
"Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)",
"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",
"Current frame indicator has misaligned and inconsistent pixel positioning\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060 TI\n\nBroken: 3.1.2\nWorked: Probably never\n\nThe current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.\n\n[framewiggle.mp4](framewiggle.mp4)\n\nThere is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.\n\n\n\n1. Make a bunch of keyframes on an action.\n2. Position the current frame at a frame that has keyframes.\n3. Pan the 2D viewport of the action editor.",
"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)",
"Geometry Nodes input subtype changes on assign\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 522.25\n\nBroken: version: 4.0.0 Alpha\n\nWhen setting GN modifier value in Python, float input changes subtype from `Angle` to `None`.\n\nExample code:\n`object.modifiers[0]['Socket_2'] = 3.14`\n\n\n1. Open attached [blend file](attachment)\n1. Notice how modifier value is in degrees.\n1. Execute code in Console area.\n1. Move mouse over modifier value to refresh UI.\n1. Value displays 3.14 radians instead of 180 degrees.\n\n_* Note: I also noticed that subtype does not affect input default value._\n\n",
"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",
"GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n",
"Failing assert when choosing custom icon for brush\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: version: 2.92.0 Alpha, latest master\nWorked: Master on September 15th still had this issue, I don't plan on bisecting further\n\n\nClicking on the \"Custom Icon\" button to the right of the preview causes an assert to fail in debug builds\n\n- New file\n- Sculpt mode\n- Active tool settings in property editor\n- Click twice the picture icon to the right of the ID template\n",
"custom brushes icon won't show up is some cases\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nIn some cases the custom icon of the brushes won't load properly. Even by reassigning it it doesn't work.\n\nOpen the attached file and try to assign the accatech custom icon to the active brush (but anykind of image won't load)\n\nThankyou\n\n\n\n[icon.blend](icon.blend)",
"Circle Select Tool improvements\n## Issue\n\nThe current problem with the Circle Select Tool is that it is very inconvenient to change the brush size. In the modal operator equivalent (Shortcut C) it's just about pressing + and - or using the scrollwheel but this is not an option for the Tool. Generally there are no shortcuts for Tools before they are initiated. If the settings need to be changed then this needs to happen in the Tool Settings in the header or sidebar.\nBut changing the radius via that slider in the settings is awkward and appears visually glitchy since it's intersecting with the UI itself.\n\n\n\n## Proposals\n\nSo how can this be fixed. Ideally the solution should be as straight forward as possible without reshuffling the keymap. But it is very important that this is a general solution that can also be used for other brush-like Tools in the future (like proposed retopology tools that also rely on a brush radius)\n\n**1. More integrated modal shortcuts**\n\nOnce a Tool is initiated (usually by click & dragging) it uses the modal operator. This means that when using the Circle Select Tool and click & dragging, the radius can be changed with the mouse wheel & the + and - keys. \nThe current issue with this is that the Gizmo drawing is conflicting with the Tool Radius and that any changes to the radius are not updated in the tool settings.\nKeeping these 2 more in sync would be one solution or at least a great added feature.\n\n\n\nIt should be updated to the way the annotate eraser tool works but with more accessible shortcuts for radius changes if the mouse wheel is not an option (pen users)\n\n**2. Include Brush Tools in more modes**\n\nAnother solution is to redesign the Circle Select Tool (and any tools, present or future, that work similarly) as a brush like in sculpt mode or the painting modes.\nThis means that when the Tool is active it does have a set of shortcuts that can change the tool settings before the tool is initiated.\n\n**Conflicts**\n\nAlmost all are already taken like the typical F for brush size changes. It's not clear what shortcut can be used. \nAlso any shortcut that would be available must then be exclusively used for those brush tools to avoid any conflicts. \n\n**Solutions**\n\n1. Find or make an available shortcut for brush tools radius. But this shortcut then needs to be left exclusive of those tools.\n2. Override needed shortcuts when brush tool is used (In this case F for the radius). This does introduce difficulties and extra tool switching in edit mode though. \n3. Reuse the shortcut C that is used for the Circle Select Tool to change the radius once the tool is active. This will be awkward and incompatible with future tools that will work similar though.\n\n## Open Topics\n\n- Can it be achieved to use both solutions to improve brush like tools?\n- Are there possibly other ways of solving the conflicts in proposal 2?\n- For proposal 1, what shortcuts could be better for adjusting the brush size? + & - are on the numpad and the brackets are too far to the right and on for example German keyboard layouts not very accessible."
] | [
"Mouse cursor does not update correctly when switching from annotate via popup toolbar\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80, 925380050d0, blender2.8, 2018-12-02\n\nMouse cursor does not update correctly when switching away from the annotate tool via the method of \"holding down space -> hover over tool -> letting go of space\"\n\nWhen holding switching to the annotate tool by pressing and holding the space bar and subsequently letting it go (no mouse clicking) the mouse cursor does not change to the annotate brush. When switching back, e.g. to the transform tool via the same method the cursor updates but now shows the annotate brush while the transform tool is active.\n\nBeautiful UI by the way :)"
] |
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