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Snap to cursor undo doesn't revert transform of children 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: - When you use the radial snap menus and do an operation like snap to cursor on an object with children, and then hit undo, the children remain in place. 1. Parent an object and move them around 2. Hit snap to cursor 3. Hit undo Result: The children stay in place. Expected: The children's position should also revert. Bonus bug: Cursor to selected also can't be undone.
[ "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", "Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too", "3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)", "Operator Redo panel changes the workspace's pinned Scene\nOperating system: Windows-10-10.0.19044-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\nIn a file with multiple workspaces, each with a different Scene pinned, using the Operator Redo panel executes the operator in the other Scene, ignoring the pinned status. I suspect this has to do with how switching workspaces relates to the undo history.\n\n- Open a file with at least 2 workspaces\n- Create a new scene (so that the file has two scenes \"Scene\" and \"Scene.001\").\n- Switch to other workspace\n- Change the scene to the first one (\"Scene\")\n- Pin this scene\n- Switch back to the first workspace (the scene should return to \"Scene.001\")\n- Add a sphere.\n- Change any parameter in the Operator Redo panel.\n\nThe active workspace will have switched to the other scene, which now holds the new sphere.", "Bisect Tool Snap does not Work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1\n\nWhen using the bisect tool and dragging the yellow arrow, snapping does not work when holding the CTRL key despite it being an option in the context tool bar. With the rotate gizmo it works fine. \n\n1. Add for example Suzanne.\n2. Select the whole mesh.\n3. Use the bisect tool.\n4. Try first the rotate gizmo and hold Ctrl, snapping works fine.\n5. Now use the yellow arrow instead, no snapping at all regardless of the snapping settings.", "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n", "Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n", "3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "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)", "Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n", "Box Select (B) changed to Left Mouse unable to Deselect\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: 3.0, 3.5\nWorked: 2.93.9 (31712ce77a6a), 3.0.0 broke it\n\nBox Select (standard B) changed to Left Mouse ignores Gesture Box Deselect. Instead Deselect now selects Objects.\n\n(See attached Image. These preferences work different until 3.0.0. The Image and Full Version below is basically an alternative to Blenders standard \"Left Mouse Drag Box Select\" which removes the need to hold the mouse button)\n\nPreferences > 3D View > Box Select:\n\n-SHORT VERSION-\n1. Set Left Mouse as Event (Press)\n2. Go to Gesture Box\n3. Change \"Begin - Left Mouse\" to \"Release\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n-FULL VERSION-\n1. Set Left Mouse as Event (Press)\n2. Set Mode to Extend\n3. Go to Gesture Box\n3.1 Change \"Begin - Left Mouse\" to \"Release\"\n3.2 Change \"Select - Left Mouse\" to \"Press\"\n3.3 Deactivate \"Begin - Middle Mouse\"\n3.4 Change \"DeSelect - Middle Mouse\" to \"Press\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nExpected: Left Mouse will select, Middle Mouse will deselect.\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n------\n\nI could not find a way to have it Deselect or if there is a conflict with other settings. Can you take a look at this? Thank you.\n\n", "Snapping issue while rotating and 'Align Rotation to Target' is ON - can't set correct origon rotation for simple object \nOperating system: Windows 10\n\n\nBroken 2.81 new feature of origon \n\nsnaping rotation origon bug - can't set correct origon rotation for simple object \n\nrotation snaping of origon is tha same important as moveing origon to spec place\n \nI need to specyfy Z direction also x and y direction. To working with this propably I need to have 2 directions snaping z and x or z and y to work with this.\nso for example Z with snaping and then hold shift seting Y snaping... \n\nThis will help with orientation objects in space by orientation of another objects like aligment rotation object to another object ect. \n\nThanks for great work.\n\n\n[origon snaping rotation video.mp4](origon_snaping_rotation_video.mp4)" ]
[ "Selection to 3D cursor operation cannot be redone\nOperating system: Windows 10\n\nBroken: 3.0.1\n\nWhen redoing `Selection to 3D cursor` operation, nothing happens, but it can be undone.\n\nPosition the 3D cursor somewhere.\nThen move some object to it's position using `Selection to 3D cursor`.\nUndo the operation and then redo it and nothing happens.\n" ]
Video Sequencer Editor: Strip -> Make Meta crashes Blender Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39 Broken: version: 2.80 (sub 74) Worked: blender 2.79b release Selecting multiple strips and using the make meta function leads to an immediate crash to Desktop. Enter the Video Editor, put in some random video strips, select them, use the "Strip -> Make Meta" Function (or Ctrl + G).
[ "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)", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)", "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 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```", "Regression: Repeating resizing image and undoing causes view in image editor strange state, and editing it causes crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.3.0 Alpha\nBroken: 3.2\nWorked: 3.1\n\nCaused/exposed by e06399c223\n\nIf resizeing image and undoing is repeated, view in image editor becomes strange state.\n(It looks like that the image size is incorrect state).\nIf the image is editted in this state, the blender would crash.\n\n![Crash_ResizeUndo_2.gif](Crash_ResizeUndo_2.gif)\n\nAt the first undoing, it looks O.K.\nBut if I repeat resizing and undoing one more time, the image becomes strange.\n\n\nFollowings are what I did in the video above.\n1. Open image editor and make a new image. (1024x1024)\n2. Resize the image to 256x256 from menu.\n3. Undo it.\n4. Then, Resize the image to 256x256 one more time.\n5. Undo it.\n6. The image size in the editor becomes strange.\n7. If I edit the image, blender crashes.\n\nI tried above process in several conditions.\nI found that\nA. this does not happens in 3.1. It happens after 3.2\nB. If I checked Undo Legacy option, this does not happen. It happens in standard undo mode.\n", "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", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Access violation when running multiple quick liquid bakes (Python API)\nOperating system: Windows 10\n\nBroken: 3.3 alpha, 3.3, 3.4 alpha, 3.4\nWorked: Not any recent releases\n\nSeems related to T98427 , but the fix for that issue did not fix this.\nAccess violation when running multiple quick liquid bakes\n\n```lines=18\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF9DE2B9224\nException Module : python310.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000008\n\n\nStack trace:\npython310.dll :0x00007FF9DE2B9220 PyDict_GetItem_KnownHash\npython310.dll :0x00007FF9DE2CF200 PyFrame_GetBack\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430270 PyRun_StringFlags\nblender.exe :0x00007FF64D0F4E60 MANTA::runPythonString\nblender.exe :0x00007FF64D0DAF70 MANTA::~MANTA\nblender.exe :0x00007FF64D0DB340 MANTA::`vector deleting destructor'\nblender.exe :0x00007FF6484EB4D0 BKE_fluid_modifier_freeDomain\nblender.exe :0x00007FF6484EB4A0 BKE_fluid_modifier_free\nblender.exe :0x00007FF648274A00 BKE_modifier_free_ex\nblender.exe :0x00007FF648488760 BKE_object_free_modifiers\nblender.exe :0x00007FF6484834A0 object_free_data\nblender.exe :0x00007FF6487EB890 blender::deg::deg_free_copy_on_write_datablock\nblender.exe :0x00007FF6487ECA40 blender::deg::IDNode::destroy\nblender.exe :0x00007FF6487E1F70 blender::deg::Depsgraph::clear_id_nodes\nblender.exe :0x00007FF6487E21E0 DEG_graph_free\nblender.exe :0x00007FF64D64FA80 BLI_ghash_free\nblender.exe :0x00007FF648450510 scene_free_data\nblender.exe :0x00007FF64846F120 BKE_id_free_ex\nblender.exe :0x00007FF64826E980 BKE_main_free\nblender.exe :0x00007FF6482628F0 BKE_blender_free\nblender.exe :0x00007FF6486F1AB0 WM_exit_ex\nblender.exe :0x00007FF6486F1A60 WM_exit\nblender.exe :0x00007FF6477F1260 main\nblender.exe :0x00007FF64D8788C0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThreads:\nThread : 00004eb4\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000051dc\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004114\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004ab8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033dc\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b3c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000044b0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033f0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000031f8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004aa4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000049b8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005340\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00002654\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004c64\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000024a4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005664\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000048c4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b4c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004eb0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 0000446c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF647680000 3.3.0.0 blender.exe C:\\Users\\ecl25031\\blender-3.3.0-alpha+master.4c3b984b3daa-windows.amd64-release\\blender.pdb \n0x00007FFA49BF0000 10.0.19041.1741 ntdll.dll \n0x00007FFA48380000 10.0.19041.1741 KERNEL32.DLL \n0x00007FFA47810000 10.0.19041.1741 KERNELBASE.dll \n0x00007FFA48E00000 10.0.19041.546 WS2_32.dll \n0x00007FFA499D0000 10.0.19041.1706 RPCRT4.dll \n0x00007FFA47C50000 10.0.19041.1503 USER32.dll \n0x00007FFA47B10000 10.0.19041.1766 win32u.dll \n0x00007FFA373B0000 tbb.dll \n0x00007FFA48790000 10.0.19041.1620 GDI32.dll \n0x00007FFA2BF10000 tbbmalloc.dll \n0x00007FFA47B40000 10.0.19041.1706 gdi32full.dll \n0x00007FFA47310000 10.0.19041.789 msvcp_win.dll \n0x00007FFA473B0000 10.0.19041.789 ucrtbase.dll \n0x00007FFA48EA0000 10.0.19041.1682 ADVAPI32.dll \n0x00007FFA48440000 7.0.19041.546 msvcrt.dll \n0x00007FFA486F0000 10.0.19041.1586 sechost.dll \n0x00007FFA49040000 10.0.19041.1741 SHELL32.dll \n0x00007FFA48F50000 10.0.19041.1706 SHLWAPI.dll \n0x00007FFA2FB80000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFA477C0000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFA15BF0000 14.29.30139.0 MSVCP140.dll \n0x00007FFA43A40000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFA47AE0000 10.0.19041.1023 bcrypt.dll \n0x00007FFA485C0000 10.0.19041.1202 ole32.dll \n0x00007FFA35C50000 10.0.19041.867 dbghelp.dll \n0x00007FFA48A40000 10.0.19041.1741 combase.dll \n0x00007FFA49870000 10.0.19041.546 PSAPI.DLL \n0x00007FFA49B00000 10.0.19041.1741 shcore.dll \n0x00007FFA484E0000 10.0.19041.546 IMM32.dll \n0x00007FFA03B30000 10.0.19041.1741 OPENGL32.dll \n0x00007FF9D3660000 9.0.0.0 openvdb.dll \n0x00007FF9D19D0000 59.18.100.0 avcodec-59.dll \n0x00007FF9F78D0000 59.16.100.0 avformat-59.dll \n0x00007FFA2D720000 59.4.100.0 avdevice-59.dll \n0x00007FF9F8750000 57.17.100.0 avutil-57.dll \n0x00007FFA48970000 10.0.19041.985 OLEAUT32.dll \n0x00007FF9FBCC0000 1.21.1.0 OpenAL32.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFA0FA30000 6.4.100.0 swscale-6.dll \n0x00007FF9F7770000 2.0.20.0 SDL2.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFA41050000 libgmpxx.dll \n0x00007FFA47F10000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFA40FF0000 tbbmalloc_proxy.dll \n0x00007FF9DE1A0000 3.10.2150.1013 python310.dll \n0x00007FFA30660000 6.10.19041.1110 COMCTL32.dll \n0x00007FFA2AB80000 10.0.19041.1 AVIFIL32.dll \n0x00007FFA415D0000 10.0.19041.546 VERSION.dll \n0x00007FFA44B10000 10.0.19041.746 dwmapi.dll \n0x00007FFA2A530000 10.0.19041.1741 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFA29450000 4.3.100.0 swresample-4.dll \n0x00007FFA3D230000 10.0.19041.546 Secur32.dll \n0x00007FFA2EAF0000 10.0.19041.1 AVICAP32.dll \n0x00007FFA39CA0000 10.0.19041.546 WINMM.dll \n0x00007FFA28820000 10.0.19041.1 MSACM32.dll \n0x00007FFA291F0000 10.0.19041.1 MSVFW32.dll \n0x00007FFA37020000 10.0.19041.1 winmmbase.dll \n0x00007FFA47200000 10.0.19041.1586 SSPICLI.DLL \n0x00007FFA45AD0000 10.0.19041.546 kernel.appcore.dll \n0x00007FFA452E0000 10.0.19041.1741 windows.storage.dll \n0x00007FFA46D70000 10.0.19041.1682 Wldp.dll \n0x00007FFA47250000 10.0.19041.844 profapi.dll \n0x00007FFA47610000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFA48510000 2001.12.10941.16384 clbcatq.dll \n0x00007FFA3FB50000 10.0.19041.1503 MMDevApi.dll \n0x00007FFA470C0000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFA3FC00000 10.0.19041.1741 AUDIOSES.DLL \n0x00007FFA468E0000 10.0.19041.546 powrprof.dll \n0x00007FFA46750000 UMPDC.dll \n0x00007FFA44880000 10.0.19041.1620 uxtheme.dll \n0x00007FFA2D140000 10.0.19041.1566 MPR.dll \n0x00007FFA415E0000 10.0.19041.546 drprov.dll \n0x00007FFA45F70000 10.0.19041.546 WINSTA.dll \n0x00007FFA2ED10000 10.0.19041.1566 ntlanman.dll \n0x00007FFA2EB50000 10.0.19041.546 davclnt.dll \n0x00007FFA22F70000 10.0.19041.546 DAVHLPR.dll \n0x00007FFA46500000 10.0.19041.1645 wkscli.dll \n0x00007FFA27030000 10.0.19041.546 cscapi.dll \n0x00007FFA467B0000 10.0.19041.546 netutils.dll \n0x00007FFA46CC0000 10.0.19041.546 CRYPTSP.dll \n0x00007FFA462D0000 10.0.19041.1052 rsaenh.dll \n0x00007FFA46CE0000 10.0.19041.546 CRYPTBASE.dll \n0x000002627AAF0000 3.10.2150.1013 python3.DLL \n0x00007FFA2CA10000 3.10.2150.1013 _bz2.pyd \n0x00007FFA28ED0000 3.10.2150.1013 _lzma.pyd \n0x00007FFA2C980000 3.10.2150.1013 _socket.pyd \n0x00007FFA46770000 10.0.19041.546 IPHLPAPI.DLL \n0x00007FFA40E90000 3.10.2150.1013 select.pyd \n\n# Python backtrace\n\n```\n\nPut this ins a file called test.py\n```\n\nimport bpy\n\nCUBE = bpy.data.objects[\"Cube\"]\nCUBE.select_set(True)\nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n\nbpy.ops.object.select_all(action='DESELECT') \nmesh = bpy.data.meshes.new('Basic_Cube')\nCUBE2 = bpy.data.objects.new(\"Cube2\", mesh)\nCUBE2 = bpy.data.objects[\"Cube2\"]\nbpy.context.scene.collection.objects.link(CUBE2)\nCUBE2.select_set(True) \nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n```\n\nthen, in terminal, run:\n\n```\nblender -b --python test.py \n```", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "bpy.ops.fluid.free_all() can cause a crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\npython script to free and re-bake smoke can cause a crash in 2.9x\n\nThe description of this bug is clearly documented along with the example blend file in [this blender stackexchange question ](python-script-to-bake-two-fluid-domains-aborting-cmd-line).\nIf I comment out the lines that contain:\n\n```\nbpy.ops.fluid.free_all()\n```\n\nin the following script, and instead manually free the bakes, all is fine. Otherwise the application crashes with console messages like:\n\n```\nUnable to remove directory\nor\nUnable to delete file\n```\neven if run from cmd line as Administrator\n\n\n```\nimport bpy\n\ndomain = bpy.data.objects['Smoke Domain Purple']\ndomain.select_set(True)\nprint(\"free Purple\")\nbpy.ops.fluid.free_all()\nprint(\"bake Purple\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\ndomain = bpy.data.objects['Smoke Domain Blue']\ndomain.select_set(True)\nprint(\"free Blue\")\nbpy.ops.fluid.free_all()\nprint(\"bake Blue\")\nbpy.ops.fluid.bake_data()\ndomain.select_set(False)\n```\n\n[dual smoke.blend](dual_smoke.blend)\n", "Video Editing: Undo kills Rebuilding Proxy when it wasn't the last command\nOperating system: Windows 10\nGraphics card: GTX 960\n\nBroken: 2.92\n\nVideo Editing: Undo kills Rebuilding Proxy when it wasn't the last command:\n1. add the video file to the timeline\n2. click Rebuild Proxy and Timecode Indices\n3. rebuilding proxy process should start\n4. split the strip\n5. click Undo\n6. the rebuilding proxy process breaks", "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 when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n", "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!", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n" ]
[ "Blender 2.8 crashes when grouping in video sequencer\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-12.9.22\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nin the newest updates, when trying to group to strips in video sequencer, it crashes.\n\n1 - Open a new blender file\n2 - Go to VSE\n3 - Make a color strip\n4 - Apply a transform effect strip\n5 - select both of them and hit Ctrl + G\nBlender Crashes.\n\nit didn't use to in versions from a week ago I think.\n\n" ]
Blender 2.8 crashes when grouping in video sequencer Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-12.9.22 Broken: version: 2.80 (sub 74) Worked: (optional) in the newest updates, when trying to group to strips in video sequencer, it crashes. 1 - Open a new blender file 2 - Go to VSE 3 - Make a color strip 4 - Apply a transform effect strip 5 - select both of them and hit Ctrl + G Blender Crashes. it didn't use to in versions from a week ago I think.
[ "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "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)", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "Crash 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.", "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", "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![2020-10-27 10_37_17-Blender.png](2020-10-27_10_37_17-Blender.png)\n\nOriginal Group Colors selected in the viewport:\n![2020-10-27 10_38_12-Blender.png](2020-10-27_10_38_12-Blender.png)\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![2020-10-27 10_58_27-Blender.png](2020-10-27_10_58_27-Blender.png)\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![2020-10-27 11_00_28-Blender.png](2020-10-27_11_00_28-Blender.png)\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![2020-10-27 11_02_07-Blender.png](2020-10-27_11_02_07-Blender.png)\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", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "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", "Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![scene1.png](scene1.png)\n![scene2.png](scene2.png)\n![scene3.png](scene3.png)\n![scene4.png](scene4.png)\n![scene5.png](scene5.png)\n![scene6.png](scene6.png)\n![scene6.png](scene6.png)\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.", "VSE: adding scene stripe resets animation of colour stripe with mask\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.41.0, 5.13.0-41-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8 (git-813ee839be)\n\nBroken: version: 3.1.2\nWorked: none tested\n\nI have added a colour channel and applied a mask to it. I have created and animated a clock as UI element.\nWhen I add the clock as scene stripe to the scene with the masked colour stripe, the mask of the colour strip is not applied correctly.\n\nI have no idea what really causes the issue or how I could reproduce it. See the attached blend file and video files.\n\n**Notes**\n- When the clock strip is muted in the VSE overview, the problem does no longer exist. So I guess it's some weird interaction between the mask and the scene strip\n- The bug can be solved when you create a new scene and add the colour strip as scene strip and on top of that the clock strip. It works, but performance is incredibly bad.\n\n**Files**\n - The actual output: [bug 01.mp4](bug_01.mp4)\n - How it should look like: [bug 02.mp4](bug_02.mp4)\n - blend file: [bug.blend](bug.blend)", "Video preview disappears when scrubbing cursor over Audio (Video Sequencer)\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22\n\n\nBroken: version: 2.80 (sub 48)\n\n\nI've noticed this behavior in both Blender 2.79 and Blender 2.8. When scrubbing the cursor over a track containing audio, the video preview disappears, but if scrubbing over a track containing video, it remains. \n\nFrom a video editing perspective, this behavior would be considered undesirable. But it also makes animation (with an open video preview window for lip sync) extremely difficult as you cannot scrub logically over the audio waveforms, you instead have to scrub over a **video track** or scrub on the **Timeline** window itself to avoid the video preview vanishing.\n\nGenerally, an editor wants to preview the entire contents of their timeline regardless of where they scrub, not just the track where their cursor is hovering. If they wanted a single track they would use a solo/mute button to achieve this. Please let me know if there is a setting to keep the video preview active at all times regardless of selected track if such functionality already exists and I am unaware of it.\n\nThank you so much! :-)\n\nSincerely,\nAdam Janz\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "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", "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" ]
[ "Video Sequencer Editor: Strip -> Make Meta crashes Blender\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 74)\nWorked: blender 2.79b release\n\n\nSelecting multiple strips and using the make meta function leads to an immediate crash to Desktop.\n\nEnter the Video Editor, put in some random video strips, select them, use the \"Strip -> Make Meta\" Function (or Ctrl + G).\n\n" ]
[2.83 beta/UI] Thin lines/edges Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 Broken: version: 2.83 (sub 15) All UI lines/edges are thin with default settings. Comparison with 2.82a, left 2.83 beta/ right 2.82a, and 200% image scale to clear looking: default settings for Line Width in 2.83 beta and 2.82a ![Blender_2.83_betta_thin_lines0.png](Blender_2.83_betta_thin_lines0.png) and lines/edges comparison itself ![Blender_2.83_betta_thin_lines1.png](Blender_2.83_betta_thin_lines1.png) ![Blender_2.83_betta_thin_lines2.png](Blender_2.83_betta_thin_lines2.png) ![Blender_2.83_betta_thin_lines3.png](Blender_2.83_betta_thin_lines3.png) also You have lost some UI element for N panel, if user didn't know where to look, he can't find this ![Blender_2.83_betta_thin_lines4lost.png](Blender_2.83_betta_thin_lines4lost.png) It's now for viewport only, it's hard to show in screenshot but when you open 2.83 and 2.82a and switch from one to an other and back, You'll see how space between UI blocks change thickness ![Blender_2.83_betta_thin_lines5.png](Blender_2.83_betta_thin_lines5.png)
[ "Bevel modifier creates zero area faces with unexpected normals when clamping to an unbeveled edge.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0\nWorked: I cannot find a working version, I've checked 2.83 and 2.81. (I tried to use 2.79, but I've forgotten how to use it.)\n\n\n\n\nEdit (Baardaap): When the bevel modifier is clamped to an unbeveled edge, it creates a zero area face. This in itself it to be expected and not really a problem though it might be nice to prevent. When you bevel with the bevel operator the same happens. The problem is that the bevel modifier causes a recalculation of all normals, which generates random normals for the zero area faces. These random normals lead to strong shading artifacts when the shading is set to shade smooth.\n\noriginal report follows:\n----------------------------------------\n\n\n\n\n\n\nInconsistent normal behaviour when using a bevel modifier with\n(a) amount exactly matching the face dimension (or is clamped), and\n(b) auto smooth off\nWhen compared with auto smooth on, or just bevelling an edge directly.\n\nIn the sample file attached, I've created an L shape by creating a plane, then extruding 3 additional edges.\nI've added a reflective material to see how the normal affects the reflections.\nFor each L shape, I've then added a bevel modifier, only changing amount/segments. Or alternatively I've done bevel edge, and only set amount/segments.\nThen I've either set to smooth or flat shading, and/or turned-on auto-smooth.\n\nIn the attached file, I've prepared the different test scenarios.\nFrom bottom to top:\n - Modifier/Flat,\n - Modifier/Smooth, // This is the row where I see inconsistencies (highlighted in red)\n - Modifier/Smooth/AutoSmooth,\n - BevelEdge/Flat,\n - BevelEdge/Smooth,\n - BevelEdge/Smooth/AutoSmooth,\n\nFrom left to right:\n - Amount=2, Segments=10, // obvious difference for the flat plane above the bevel, plus weird anomaly for top segment of bevel\n - Amount=2, Segments=3, // obvious difference for the flat plane above the bevel\n # Amount=1, Segments=3, // this row has no apparent differences\n\n![image.png](image.png)\n\nWhen viewing the file, I find it best to use material preview mode, then orbit up/down, and compare the reflections of the different rows.\n\n\nMy analysis.\nWhen performing a bevel, the faces being bevelled shrink to make space for the bevel, but retain their original normal.\n![image.png](image.png) ![image.png](image.png)\n\nWhen the bevel amount matches the face size, then those faces still exist, however they have zero size - represented by the red lines.\n![image.png](image.png)\n\nUsing the spreadsheet in 2.93, I can see inconsistencies with the normal vector for these faces.\n\nHere I've set the bevel modifier segments=1, and amount=2.\n![image.png](image.png)\n\nAnd the corresponding spreadsheet (annotated).\n![image.png](image.png)\n\nYou'll note that the two empty faces do have valid unit normals, though both a pointing at Z=1.\nYou would expect the vertical face - [x] to have a normal with X=1.\n\nHowever if you compare with the reference scenarios like having auto-smooth=on, or applying a bevel edge directly, this is what you see.\n![image.png](image.png)\n\nIn this case, rows 0 and 4 actually have the normal vector set to 0, 0, 0. (I.e. technically an invalid unit vector.)\n\n\nSo, what I believe is happening is that when there is an invalid normal vector, then blender refuses to perform smoothing across from one face to another. The smoothing ends at the bevel edge and the adjacent face in this case is shaded flat.\n\nGetting back to the bevel modifier when auto-smooth is off, while this has valid unit vectors, one of those vectors has the wrong orientation.\nThis is why there is a reflection anomaly on the vertical face, but not on the horizontal face.\n![image.png](image.png)", "Text editor slider now blocked\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 1)\nWorked: 2.80\n\nNow that the sidebar got moved to the right side, there's times when the slider gets blocked by the arrow and you can't select and move down. \n\n![text_slider_blocked.jpg](text_slider_blocked.jpg)\n\n", "bmesh.ops.subdivide_edges doesn't report all inner edges in 'geom_inner'\nBroken: 2.91, 2.92 master\nWorked: never?\n\n\nI'm not sure if it's a bug or if there's some underlying reason for this behavior. The [BMesh subdivide edges op ](bmesh.ops.html#bmesh.ops.subdivide_edges) returns three lists of geometry, one of which is 'geom_inner'. It appears that this list doesn't always contain all new 'inner' edges. This depends on the topology being passed to the op. Example image, created from the attached blend file:\n\n![image.png](image.png)\n\nOn the left is the original selection of edges being passed in to the op, and on the right - selection of edges from the resulting 'geom_inner' list. As you can see, some of the edges aren't selected (i.e. they were not present in the list). We can work around this by iterating all **vertices** from 'geom_inner' list, and taking all edges linked to them that are not also part of the 'geom_split' list returned by the op, but it feels like this information should just be provided in the 'geom_inner' list.\n\nLoad the attached file and run the script.\n\n[subdivide_geom_inner_issue.blend](subdivide_geom_inner_issue.blend)", "Low unit scale values show wrong Stepsize in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (<= 0.002 for imperial, <= 0.00009 for metric) the stepsize is too big and sliding bound sliders (like thickness in solidify) will bounce them between their limits. At almost the same time seperate units stop showing the correct unit and instead switches to the default unit. But that seems to don't quite align as I was able to get the unit issue without the stepsize issue (might related to #81663).\n\nThe stepsize issue does not appear when Continuous Grab is disabled in the User Preferences.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unit system to imperial with a unitscale of 0.001\n3. add a solidify modifier and slide the thickness value\n4. set unit system to metric with a unitscale of 0.00009\n5. slide the thickness value of the solidify modifier again (same behavior)\n6. disable Continuous Grab in the User Preferences\n7. slide the thickness value of the solidify modifier again (normal behavior)\n\n", "Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n![94734103.png](attachment)\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "Cycles: transparent object has black line where it intersect with other objects\nOperating system: Windows-10-10.0.18363 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 461.40\n\nBroken: 2.91.2\n\n\nWhen rendering transparent objects that intersect with other objects, black lines will appear on the intersecting area.\n\n1. Open a default scene.\n2. Add a plane to the scene.\n3. Rotate the plane a little.\n4. Move the plane up to make it intersect with the top face of the default cube.\n5. Make sure the view or camera view is very close to the intersecting area and lower the Clip Start value to 0.00001\n6. Set the renderer to Cycles and render the view.\n\n![Cycles_01.PNG](Cycles_01.PNG)\n\n[Cycles_Black_Line_Transparency.blend](Cycles_Black_Line_Transparency.blend)", "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", "Edge masking artefacts on higher subdiv levels when removing the mask from lower subdivs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\n\nThis is a follow-up report on this bug report I made: T76386\n\nTo quickly summarise, there are still masking artefacts that aren't removed when you delete a mask at a lower subdiv level. It only deletes the mask that all subdiv levels share, but in the process the edges of the mask remain at the higer levels because said geometry doesn't exist on the lower levels. This causes problems like these to occur:\n[Desktop 2020.05.17 - 00.35.46.01.mp4](Desktop_2020.05.17_-_00.35.46.01.mp4)\n\n\n1) Take a cube and subdivide it.\n\n2) Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.\n\n3) Remove the mask at a lower subdiv above level 0 and then move up one level. The mask edges should still be there.\n\n4) Repeat 3) until you reach the highest subdiv level.", "Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)", "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", "UI: sidebar tabs look for region overlap editors\nFor 3.0 we now have panels thinner than the area in which they are drawn. \nWhile this looks nice in most situations it's not the case for the category tabs in editors where region overlap is active, where they look arguably worse than before since there is now a visible gap between them and the panels.\n\nThis is he current look in 3.0 *(left is 3D viewport which has region overlap on, right is node editor which doesn't)*:\n![current.png](current.png)\n\n---\nThese are some short-term possible solutions that I've tried, but there might be others:\n\n1. Draw all the tabs fully rounded and change the theme accordingly:\n * Possible theme change A\n```\n {F11800641}\n```\n * Possible theme change B\n```\n {F11800643}\n```\n\n\n2. Force no background and fully rounded tabs for overlap regions, keep the current look for the other ones *(this doesn't require theme changes)* [P2595](P2595.txt):\n ![2.png](2.png)\n\n\n3. Mix between 1 and 2, fully rounded tabs for all the editors and completely remove `tab_background` from the theme options *(would probably require updates to the themes)*\n\n\n4. Restore 2.93 look with full width panels for overlap region, keep the current look for the other ones [D12971](D12971):\n ![3.png](3.png)\n\n---\nWhile all the options proposed have their disadvantages, I'd personally go for option 2, until a better solution is found for the future.\nIMHO it looks fairly nice, it's not intrusive code-wise, and it doesn't require changes to any of the default or community themes, so it could be applied to 3.0 without further complications.", "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "Line Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "GPencil: Buffer stroke is only visible in the area that originated the drawing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.90 (sub 0)\n\nWhen creating two viewport, you can't watch the lines drawn at the same time\n\nCreate two viewport and move a little on the screen. Then start drawing. You will notice that the lines are not visible at the right time\n[bandicam 2020-04-21 14-03-29-287.mp4](bandicam_2020-04-21_14-03-29-287.mp4)" ]
[ "Edges in Blender 2.83 too thin\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 9)\n\nI compared the 2.82 and 2.83, found 2.83 edges more thinner in edit mode, even only half a pixel, I don‘t know whether this is a functional improvements, or other causes of the problem. This is not friendly in modeling, even not easy to see in some dark materials; whether we can go back to the previous thickness, or to provide the options in the theme setting.\n\n![thinedge.png](thinedge.png)\n\n", "In 2.83 edges are less thick in edit mode and there are some viewport inconsistencies compared to previous 2.8x versions when working in solid mode\nOperating system: Windows 10, 64 bit\nGraphics card: 1080 8gb, 1070 8gb\n\nBroken: 2.83-ad317a5ffdcf-windows64\n\nHello wonderful Blender developers! I have noticed that the viewport in 2.83 is washy, the edges in edit mode are less visible than in previous versions with the same settings and viewport visibility is not consistent overall for some reason. Sometimes I can barely see edges when I move my camera around the edited object in 2.83. These inconsistencies might seem minor and non-significant, but I saw them right away after trying out 2.83 builds. Themes are very inconsistent because of these issues. Here are some comparison screenshots:\n\nv 2.82a. Notice how thick edges are in edit mode.\n\n![image.png](image.png)\n\nv 2.83. same theme same matcaps, camera is a bit closer to the object even, notice how washed out and thin edges are:\n\n![image.png](image.png)\n\nAlso grid transparency and consistency. It's inconsistent between the versions and for some reason absolutely the same values in the theme settings for background grid have different results. \n\nHere are comparison screenshots:\n\n2.82a Notice how grid is transparent\n\n![image.png](image.png)\n\n\nIn 2.83, however, for some reason grid is super thick and non-transparent. And these are the same themes and value settings.\n\n![image.png](image.png)\n\nI know these things are minor and might seem superficial, but edge thickness in 2.83 is way worse (IMO) and thus feels less comfortable to use, please make edges more visible as no settings in theme preferences can influence that. Maybe I'm too fussy, I don't know =)). But these changes are quite visible. \n\nOpen 2.82a\nOpen 2.83 latest build\n\nCreate and edit objects and compare visibility in the viewport in the same mode. Look at the grid transparency in different standard themes and see differences. Look at differences in edges in edit mode on the same objects.\n\nThank you for your work! Stay healthy and safe!" ]
Creating new texture slot of particle systems by python will corrupt texture's influence on particles. Operating system: Win Graphics card: Broken: 2.83.0 LTS (2.90.0 Alpha Hash: b89898cbd381) Worked: never Creating new texture slot of particle systems by python will corrupt texture's influence on particles. 1. open TextureSlot_Bug.blend 2. run script: SetTextureSlot_bug.py 3. select Plane object and execute operator: setparticlestextureslot - script will create new particles texture slot - appends black/white texture to the created slot - sets influence of density 4. then particles should be masked only on half of plane, but they are not - slot is corrupted Workaround - bug proof 1. reopen TextureSlot_Bug.blend 2. select Plane object particles and create new empty texture on first Texture slot 3. remove this texture - this step will create new empty slot 4. run script: SetTextureSlot_bug.py and execute operator: setparticlestextureslot 5. the particles are masked - everything works properly because script doesn't have to create a new texture slot [TextureSlot_Bug.blend](TextureSlot_Bug.blend)
[ "Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\n\n", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\n\n", "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)", "Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n", "Material slots menu: copy material and copy to selected work different\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nCopy and paste material actually work as copy of all data from one material to another.\nCopy to selected do not work as copy, it acts like material linking/referencing\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to material preview\n- In material properties tab open `material specials` popup\n- Click Copy materials to Selected\n[#85419.blend](T85419.blend)\n[2021-02-06_07-55-48.mp4](2021-02-06_07-55-48.mp4)", "Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)", "Having too much hair particles creates visual glitches\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: not really sure, but it may have been in blender for some time\n\nHair strips gets a really bad distortion once they reach a certain threshold of number, children and \"additional subdivisions\"\n\n\nUsing a ball with 2 subdivisions:\n\n| 1 | Furball with hair strips, 0 additional Subdivisions, 20000 particles and 80 interpolated children | ![image.png](image.png) |\n| -- | -- | -- |\n| 2 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 80 interpolated children | ![image.png](image.png) |\n| 3 | Furball with hair strips, 1 additional Subdivisions, 20000 particles and 60 interpolated children | ![image.png](image.png) |\n| 4 | Furball with hair strips, 1 additional Subdivisions, 18000 particles and 60 interpolated children | ![image.png](image.png) |\n| 5 | Furball with hair strands, 1 additional Subdivisions, 18000 particles and 60 interpolated children (hair gets scrambled where the glitch is happening) | ![image.png](image.png) |\n| 6 | Furball with the exact same configuration as the first glitchless one, but with 3 Strand steps on Viewport Display instead of 2 | ![image.png](image.png) |\n\nSo it seems like a mix of a lot of segments and a lot of particles create those glitches.\n\nThe file bellow contains the furball with the second configuration\n[furball.blend](furball.blend)\n", "material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.", "Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n", "Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n![stereobug_with_ui.jpg](stereobug_with_ui.jpg)\n\n", "Particle Edits not being deleted from blend data after 'Delete Edit', filesize bloat\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nAfter deleting a particle edit, the filesize remains the same.\nFor particle systems with large amount of particles, this leads to massive filesize bloat that cannot easily be reversed.\nThe only way around it is to delete the Particle System and add it again with the same Particle Settings, but this is troublesome because particle settings relating to the object (ie, vertex groups and materials) need to be setup again in the particle settings.\n\n- Create particle system (eg, hair)\n- set particle amount to something large like 300,000\n- in particle edit mode make some changes\n- save, observe filesize (around 100mb)\n- Delete Edit from particle system panel\n- save, observe filesize (doesn't reduce)", "Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n", "Checker texture artifacts when feeded with object texture coordinates\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: afaik never, still had this issues with all previous versions down to 2.7\n\nChecker texture has calcuation issues when feeded with object texture coordinates.\nOther textures like brick or voronoy are ok.\n\ncreate a plane\nassign the checker texture with object coordinates\n\n\n[checker_texture_problem.blend](checker_texture_problem.blend)\n![checker_texture_problem.jpg](checker_texture_problem.jpg)\n", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)" ]
[ "Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n" ]
when hiding and unhiding object cycles randomly crashes Operating system: win 10 Graphics card: 2070super Broken: not specific to any version had this issue for a long time ![blender_8fWbpkbH6x.png](blender_8fWbpkbH6x.png) sometimes cycles crashes with different reasons when hiding unhiding or isolating object this is an example of an error message, there are usually many kinds of error message don't know how to reproduce, sometimes its almost guaranteed to crash but when I went back to find it later it doesn't crash anymore. maybe someone else had the same problem
[ "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", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)", "Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n![dpglitch.gif](dpglitch.gif)\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```", "Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n", "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)", "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)", "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\".", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "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", "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n", "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 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" ]
[ "OptiX driver crashes when hiding/showing objects in rendered view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\nWorked: 2.91 (it definitely never happens in 2.91, at least on my machine)\n\nSeems like this broke between ba740ad2ab (good) and 977ef04746 (bad)\n\nWhen hiding/showing objects quickly in the viewport there's a high probability that the viewport rendering will crash with the following error:\n\n```\nCUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:816)\n```\nthe exact function and line reported in this error varies a bit.\n\n1. Open \"The Junk Shop\" from Blender's official demo files (I've had more luck reproducing it with heavier scenes).\n2. Go to rendered view.\n3. Click the eye icon in the outliner to hide the `Girl` collection.\n4. Click the eye icon again to show the `Girl` collection.\n5. Repeat step 3 and 4 in varying speeds until the viewport render crashes.\n\nNote:\nI'm aware this might seem like a non-issue when following the repro steps, but this can and does happen even when hiding/showing an object only once, depending on the scene.\n\n" ]
Blender keeps crashing during weight paint mode when selecting polygons Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.19 Broken: version: 2.92.0 Worked: Not sure... I upgraded from 2.82 In weight paint mode, I click the polygon selection button and click a polygon. Sometimes it crashes right there. Other times it may crash after I have selected a polygon and then press Command-L to select connected. Click a polygon on one of the buttons on the jacket shown when loading the document. It should already be in polygon selection mode in weight paint mode when you load the file. It doesn't happen every time.
[ "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", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n![screenshot.png](screenshot.png)", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "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", "Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "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", "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", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)" ]
[ "Crash when `select none` on Weight painter\nOperating system: Mac OS 10.14.6 (@ankitm)\nGraphics card: Intel HD 6000 \n\nBroken: Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\nbroken: 542f022afd1c3c6f444ee54707796ac03a317617\n\nBlender crash on select none\n\n\nFrom start blend file\n\n- edit cude\n- go to weight paint mode\n- click paint mask \n- click 'select' menu item\n- click 'select none' menu item\n\n\n# Python backtrace\n\n## Blender 2.92.0,\nCommit date: 2021-02-24 16:25, Hash 02948a2cab44\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.paint.weight_paint_toggle() # Operator\nbpy.context.object.data.use_paint_mask = True # Property\nbpy.ops.paint.face_select_all(action='DESELECT') # Operator\n\n## backtrace\n0 Blender 0x000000010a67e087 BLI_system_backtrace + 55\n1 Blender 0x00000001028f1338 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff203a3d7d _sigtramp + 29\n3 AppleIntelHD5000GraphicsGLDriver 0x00007fff6694338c _Z26updateBindingTableForClearP11Gen7Context + 1217\n4 GLEngine 0x00007fff6cb1b197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n5 libGL.dylib 0x00007fff6ca623cf glDrawElementsInstancedBaseVertex + 45\n6 Blender 0x0000000102e42ec5 draw_call_single_do + 469\n7 Blender 0x0000000102e4264c drw_draw_pass_ex + 1692\n8 Blender 0x0000000102e41f9f DRW_draw_pass + 31\n9 Blender 0x0000000102e902ba OVERLAY_paint_draw + 122\n10 Blender 0x0000000102e8638e OVERLAY_draw_scene + 494\n11 Blender 0x0000000102e3933a drw_engines_draw_scene + 186\n12 Blender 0x0000000102e37e5d DRW_draw_render_loop_ex + 1565\n13 Blender 0x0000000103756cf8 view3d_main_region_draw + 136\n14 Blender 0x00000001032f3810 ED_region_do_draw + 336\n15 Blender 0x0000000102d11ced wm_draw_update + 1757\n16 Blender 0x0000000102d0f370 WM_main + 48\n17 Blender 0x00000001028edb8b main + 907\n18 libdyld.dylib 0x00007fff2037a621 start + 1\n19 ??? 0x0000000000000001 0x0 + 1\n\nAsan report: [#87853.txt](T87853.txt)\nignore depsgraph related Ubsan errors.", "Crash when selecting in weight mode (Paint Mask)\nOperating system: Mac OS 11.1\nGraphics card: Radeon Pro 580X 8 GB\n\nBroken: \n- 2.92\n- 2.91.0 (2.91.0 2020-11-25)\nWorked: ?\n\nInstructions by @jenkm:\n- Switch to the Weight Paint mode.\n- Enable the Paint Mask option next to the object interaction mode in the UI.\n- Switch from the Tweak tool to the Select Circle tool.\n- Attempt to select faces with the Select Circle tool, which results in a crash.\nSometimes it crashes on the first click, sometimes you need to quickly \"paint\" several times for the crash.\n\nAsan report: [#87853.txt](T87853.txt)\n\nOriginal description:\n- In the menu item - weight Paint\n- Circle selection and select an area\n\n\n\n```lines\nProcess: Blender [1126]\nPath: /Applications/Blender/Blender Kopie.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.91.0 (2.91.0 2020-11-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [1126]\nUser ID: 501\n\nDate/Time: 2020-12-30 11:17:27.732 +0100\nOS Version: macOS 11.1 (20C69)\nReport Version: 12\nAnonymous UUID: E324659E-D4E7-C95B-4226-24A1FAB0D031\n\n\nTime Awake Since Boot: 3900 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 0x0000000000000003\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [1126]\n\nVM Regions Near 0x3:\n - > \n```\n __TEXT 1031e3000-10d9b7000 [167.8M] r-x/r-x SM=COW /Applications/Blender/Blender Kopie.app/Contents/MacOS/Blender\n```\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_platform.dylib \t0x00007fff203990a9 _platform_memmove$VARIANT$Haswell + 41\n1 com.apple.AMDRadeonX4000GLDriver\t0x000000011b1b4cd6 glrWriteBufferData + 186\n2 GLEngine \t0x00007fff6caa1812 glBufferSubData_Exec + 608\n3 org.blenderfoundation.blender \t0x000000010975db6b blender::gpu::GLVertBuf::bind() + 171\n4 org.blenderfoundation.blender \t0x000000010975d2e4 blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) + 308\n5 org.blenderfoundation.blender \t0x0000000109751226 blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) + 182\n6 org.blenderfoundation.blender \t0x0000000109751555 blender::gpu::GLBatch::bind(int) + 149\n7 org.blenderfoundation.blender \t0x0000000109751597 blender::gpu::GLBatch::draw(int, int, int, int) + 39\n8 org.blenderfoundation.blender \t0x0000000103871775 draw_call_single_do + 469\n9 org.blenderfoundation.blender \t0x0000000103870f1a drw_draw_pass_ex + 1626\n10 org.blenderfoundation.blender \t0x00000001038708af DRW_draw_pass + 31\n11 org.blenderfoundation.blender \t0x00000001038bbc5a OVERLAY_paint_draw + 122\n12 org.blenderfoundation.blender \t0x00000001038b2042 OVERLAY_draw_scene + 610\n13 org.blenderfoundation.blender \t0x0000000103867d8a drw_engines_draw_scene + 186\n14 org.blenderfoundation.blender \t0x000000010386698d DRW_draw_render_loop_ex + 1565\n15 org.blenderfoundation.blender \t0x00000001040f8778 view3d_main_region_draw + 136\n16 org.blenderfoundation.blender \t0x0000000103ca6e70 ED_region_do_draw + 336\n17 org.blenderfoundation.blender \t0x000000010372d49d wm_draw_update + 1757\n18 org.blenderfoundation.blender \t0x000000010372b110 WM_main + 48\n19 org.blenderfoundation.blender \t0x000000010332797a main + 890\n20 libdyld.dylib \t0x00007fff20372621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201acc5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201ad12e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x0000000109282c32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010928179e 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff2845292a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2843f6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2843f634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2843f3c0 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 \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff20322e7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff203231f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e45de5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21ce1477 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21e84f3a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff20322eba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x0000000103721c68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x0000000103721bf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff20322e7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff203231f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff2044fbf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff2044e2ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff2044d6ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22df0c16 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff20357950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff2035347b thread_start + 15\n\nThread 35:\n0 libsystem_pthread.dylib \t0x00007fff20353458 start_wqthread + 0\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff20353458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff20353458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff20353458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x000000017a4c4000 rbx: 0x0000600000c11e00 rcx: 0x000000000036dda0 rdx: 0x000000000036dda0\nrdi: 0x000000017a4c4000 rsi: 0x0000000000000003 rbp: 0x00007ffeeca1be10 rsp: 0x00007ffeeca1be10\n r8: 0x0000000000000003 r9: 0x0000000000000000 r10: 0x00000000000010bc r11: 0x000000017a4c3ffd\nr12: 0x00007fb715121a00 r13: 0x000000000036dda0 r14: 0x0000000131eb1800 r15: 0x0000000000000000\nrip: 0x00007fff203990a9 rfl: 0x0000000000010206 cr2: 0x0000000000000003\n\n```\nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n```\nc1 48 83 c1 10 3d ff ff-00 00 74 db f7 d0 0f bc .H...=....t.....\nc0 48 01 c1 48 0f b6 44-0f f0 4c 0f b6 44 0e f0 .H..H..D..L..D..\n```\n 4c 29 c0 5d c3 90 90 90-90 90 90 90 90 90 90 90 L).]............\n 90 90 90 90 90 90 90 55-48 89 e5 49 89 fb 49 29 .......UH..I..I)\n```\nf3 48 89 f8 49 39 d3 72-1b 48 83 fa 60 76 2f 48 .H..I9.r.H..`v/H\n```\n 81 fa 00 40 00 00 0f 82-cb 00 00 00 48 89 d1 fc [email protected]...\n [f3]a4 5d c3 48 39 fe 74-f9 48 01 d6 48 01 d7 48 ..].H9.t.H..H..H\t<==\n 83 fa 60 0f 82 8c 01 00-00 e9 a9 01 00 00 48 83 ..`...........H.\n```\nfa 10 76 56 c5 f8 10 4c-16 f0 48 83 ea 20 76 2a ..vV...L..H.. v*\nc5 fc 10 06 c5 fc 11 07-48 83 c6 20 48 83 c7 20 ........H.. H.. \n```\n 48 83 ea 20 72 14 c5 fc-10 06 c5 fc 11 07 48 83 H.. r.........H.\n```\nc6 20 48 83 c7 20 48 83-ea 20 48 83 c2 10 7e 0c . H.. H.. H...~.\n\n```\nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x1031e3000 - 0x10d9b6fff +org.blenderfoundation.blender (2.91.0 - 2.91.0 2020-11-25) <A18D3102-5B87-3997-9B07-0AAF11241DA7> /Applications/Blender/Blender Kopie.app/Contents/MacOS/Blender\n 0x114669000 - 0x1146d5fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender/Blender Kopie.app/Contents/Resources/lib/libomp.dylib\n 0x116462000 - 0x116469fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <6756F98D-A178-326C-AE42-0794B528C2FB> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11a572000 - 0x11a6d5fff com.apple.audio.units.Components (1.14 - 1.14) <79BEEEC4-3C3B-3C49-AF25-792C6CE5BF68> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11a70e000 - 0x11acbdfff com.apple.audio.AudioDSPComponents (1.0 - 1) <6F81B244-A378-3A25-BFBB-5C3EFCF560B6> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x11b10f000 - 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0x7fff482e2fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <EF7537E3-982B-3FA2-BFFC-F8071EFF0B31> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c327000 - 0x7fff4c32afff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <456C118F-398C-329C-BC89-7B1EAC693835> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff52252000 - 0x7fff522e4fff com.apple.Symbolication (12.2 - 64541.7.1) <EC806042-5249-35DC-90BA-953A86D1854A> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff5641a000 - 0x7fff5641dfff com.apple.ForceFeedback (1.0.6 - 1.0.6) <AB29674E-26C2-360C-9117-54AC93E80CB0> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5ee93000 - 0x7fff5f8a6fff libSC.dylib (4.2.13) <7F3979D1-8399-3098-80F8-88707ED65975> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff6a3b8000 - 0x7fff6a3bcfff libmetal_timestamp.dylib (31001.160) <2EC7EA90-5313-3812-8E72-910C643A996C> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c826000 - 0x7fff6c82cfff libCoreFSCache.dylib (177.22) <4ECE128D-5E79-3ADF-8FE7-4FE8F565F8AA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c82d000 - 0x7fff6c831fff libCoreVMClient.dylib (177.22) <E0DBED1D-39B4-3E51-9EA8-D1ECAED93EAB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c832000 - 0x7fff6c841fff com.apple.opengl (18.1.1 - 18.1.1) <D8EE3AD0-C0D0-32F7-9C6D-39341099EB55> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c842000 - 0x7fff6c844fff libCVMSPluginSupport.dylib (18.1.1) <5F020D32-8663-3CB8-A50C-F939D4D4C31F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c845000 - 0x7fff6c84dfff libGFXShared.dylib (18.1.1) <2271532D-E2B3-3D4D-ADF0-0935F8DCE89B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c84e000 - 0x7fff6c881fff libGLImage.dylib (18.1.1) <528E53A3-33E1-34C7-8EE3-C42AE5255553> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c882000 - 0x7fff6c8befff libGLU.dylib (18.1.1) <15CBDF20-8A87-3D84-90F8-D19F4A2B06E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c8bf000 - 0x7fff6ca53fff libGLProgrammability.dylib (18.1.1) <570616B1-98D2-3DF2-844A-EE845A8B8EDE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6ca54000 - 0x7fff6ca5efff libGL.dylib (18.1.1) <157B74E1-F30D-3F9D-9AF8-AAA333D2812D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6ca5f000 - 0x7fff6cbdafff GLEngine (18.1.1) <155E1C82-C69A-3E86-8569-3C134C7FEAC6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6cbdb000 - 0x7fff6cc04fff GLRendererFloat (18.1.1) <49B0A782-AE84-35BC-91F8-880C2B7EE004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6de95000 - 0x7fff6deedfff com.apple.opencl (4.5 - 4.5) <8A3D06D5-4E82-355C-AE1B-E2C91DB58233> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ea37000 - 0x7fff6ebf7fff com.apple.AMDMTLBronzeDriver (4.2.13 - 4.0.2) <36056DBB-370D-38B0-A011-9534ABBF2ACD> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff6ed70000 - 0x7fff6edbffff ATIRadeonX4000SCLib.dylib (4.2.13) <78CC44AC-F1E7-3F18-8FE4-216B9E7BFDFC> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff6f777000 - 0x7fff6f799fff com.apple.audio.OpenAL (1.8 - 1.8) <8CF29FAE-D1F5-37FA-B529-D999AFE990FD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff783ad000 - 0x7fff783b4fff libRosetta.dylib (203.13.2) <FF72E19B-3B02-34D4-A821-3397BB28AC02> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 31\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 14159\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=3.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=3.1G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 5760K 6 \nCG image 1252K 14 \nCoreAnimation 80K 8 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 944K 8 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 790.4M 156 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.7G 17 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 156K 39 \nStack 72.8M 40 \nVM_ALLOCATE 91.0M 3767 \n__CTF 759 1 \n__DATA 91.7M 429 \n__DATA_CONST 20.1M 250 \n__DATA_DIRTY 1254K 148 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 542.0M 36 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2452K 2 \n__TEXT 498.4M 428 \n__UNICODE 588K 1 \nmapped file 91.9M 26 \nshared memory 40K 4 \n**=======**\nTOTAL 4.3G 5406 \nTOTAL, minus reserved VM space 2.2G 5406 \n\nModel: iMac19,1, BootROM 1554.60.15.0.0, 8 processors, 8-Core Intel Core i9, 3,6 GHz, 40 GB, SMC 2.46f13\nGraphics: kHW_AMDRadeonPro580XItem, Radeon Pro 580X, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK\nMemory Module: BANK 1/ChannelA-DIMM1, 16 GB, DDR4, 2667 MHz, 859B, CT16G4SFD8266.M16FE\nMemory Module: BANK 2/ChannelB-DIMM0, 4 GB, DDR4, 2667 MHz, SK Hynix, HMA851S6CJR6N-VK\nMemory Module: BANK 3/ChannelB-DIMM1, 16 GB, DDR4, 2667 MHz, 859B, CT16G4SFD8266.M16FE\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 16:57:49 version 9.30.440.2.32.5.61 FWID 01-129bddb\nBluetooth: Version 8.0.2f9, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci1b73,1100, sppci_usbxhci, Thunderbolt@133,0,0\nPCI Card: pci11c1,5901, sppci_ieee1394openhci, Thunderbolt@134,0,0\nPCI Card: pci1b21,612, sppci_ahci, Thunderbolt@132,0,0\nPCI Card: pci1b21,612, sppci_ahci, Thunderbolt@131,0,0\nSerial ATA Device: Samsung SSD 840 EVO 500GB, 500,11 GB\nSerial ATA Device: Samsung SSD 840 EVO 1TB, 1 TB\nUSB Device: VLI Product String\nUSB Device: USB 3.1 Bus\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Wired Keyboard 600\nUSB Device: USB 3.0 Bus\nFireWire Device: unknown_device, Unknown\nFireWire Device: unknown_device, Unknown\nFireWire Device: unknown_device, Unknown\nThunderbolt Bus: iMac, Apple Inc., 47.4\nThunderbolt Device: AKiTiO Thunder 2 Dock, inXtron, 3, 25.1\n```" ]
Gloss material with any displacement causes black region at low angles Windows 10 with intel HD Broken:Blender: version: 2.79 (sub 6), branch: blender2.8, commit date: 2018-08-21 17:07, hash: 34029fc71a3, type: Release build date: 21/08/2018, 19:43 platform: Windows Worked: 2.79b official Gloss or Glass (principled or default) material with any displacement causes black region at low angles ![Capture.PNG](Capture.PNG)
[ "Material-based displacement on source geometry fails to bake\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Beta\nWorked: ?\n\nWhile baking in Selected to Active mode, applying a displacement shader to source geometry fails to actually displace the geometry, resulting in an incorrect bake.\n\n1. Open attached .blend file.\n2. Bake the texture.\n3. Compare to viewport render of the scene.\n[displacement_bake.blend](displacement_bake.blend)\n\n", " Custom normals polishing\nThere are a few issues with custom normals workflow at the moment. For example it needs auto-smooth at the moment depending on the artist pipeline.", "Motion Blur weird artifacts when rendering MeshSequenceCache USD\nOperating system: Windows 11\nGraphics card: RTX 2080 Ti\n\nBroken: 3.6 LTS, but it also seem to happen in older versions\n\n\nI'm getting some weird artifacts when rendering a USD mesh cache with motion blur enabled.\n\nI've exported the mesh from maya 2023 using the Arnold USD export method. \n\nWhat i've tried:\n\n- Disable Auto Smooth Normals and removing every Subdivision Surface Modifier.\n- Trying to change the position of the motion blur from Center to Start or End\n\nThe problem persist.\n\nExport a high res mesh animation from Maya using Arnold USD as export option.\n\nImport it in Blender and try to render the sequence with Motion Blur activated.\n\nBlend file Link : view?usp=sharing \n", "Create the shadow catcher in eevee give a black result\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\nBroken: 2.90, 2.91, 2.92, 2.93\nWorked: 2.83.12\n\nI followed the tutorial how to make a shadow catcher on eevee (). But it makes the result totally black when using version 2.90 and i've tried 2.91, 2.92, and 2.93. But the result is the same\n\n![2.92.png](2.92.png)\n\nIn 2.83 the result is like this\n![2.83.jpg](2.83.jpg)\n\n\n[shadow_bug.blend](shadow_bug.blend)", "Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "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![irradiance_volume_bug.jpg](irradiance_volume_bug.jpg)\nVideo:\n[Desktop 2019.03.27 - 09.18.07.01.avi](Desktop_2019.03.27_-_09.18.07.01.avi)", "Solidify creating points at incorrect angles using complex option with flat option\nOperating system: Linux-5.4.0-84-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 21.0.3\n\n\nBroken: version: 3.0.0 Alpha\nAlso happens in 2.93.4\n\nSolidify creating points at incorrect angles using complex option with flat option\n\n![solidy_issue.png](solidy_issue.png)\n\n\n\n\n\n\n\n\n\n![solidfy_1.png](solidfy_1.png)\n\nAnimation showing the issue\n![solidfy_issue.gif](solidfy_issue.gif)\n\n\nHere's a test Blend file\n[solidfy_issue.blend](solidfy_issue.blend)\n", "Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)", "(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n", "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", "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**", "Hair Particles: Deflect Emitter option will affect all edited hairs\nOperating system: win 10 \nGraphics card: 2x vega 56\n\nBroken: 2.90 alpha\nWorked: 2.79\n\nWhen combing hair with deflect emitter on, **all** hair is affected (not just the hair in the brush radius).\n[for further explanation, see comments below incl. a potential fix]\n[#79042.webm](T79042.webm)\n\n**Original report (was also showing that deflect is affecting hair outside the brush radius -- collapsing itself is not considered a bug)**\nwhen combing hair with deflect emitter on, it causes chunks of hair to collapse into the mesh. deflector size has no effect\n\n![ezgif-1-7edde507aec4.gif](ezgif-1-7edde507aec4.gif)\n\nmesh this is happening on \n[bugged hair.blend](bugged_hair.blend)", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._" ]
[ "Bump Node produces black artifacts at grazing angles\nelementaryOS, 0.4.1, GTX1080\n\nBroken: 2.79.6 d6e769d\nWorked: 2.79.6 1c41dbb\nThe bump node produces black artifacts at grazing angles since the commit that was supposed to fix exactly that (rBd6e769d32e7939e3bbd1986cdc4abd2b13135eab). \nIn the screenshot below you see on the left side the scene below rendered with 2.79.6 1c41dbb, on the right side with current master.\n\n![bump_black.jpeg](bump_black.jpeg)\nOpen the file below and go to rendered viewport. You should see the black artifacts. \n[bump_black.blend](bump_black.blend)\n\n", "Bug in glossy shaders with the new reflection fix to Bump and Normal Map nodes\nWIN8 - Geforce 980ti - (but the bug happens also on CPU)\n\n**Description**\nThe new reflection-fix (rBd6e769d32e7939e3bbd1986cdc4abd2b13135eab) introduces wrong shading in some cases (attached file)\n\n**How to reproduce**\nJust open the file attached and render, or preview in 3d viewport. \nWith pre-fix versions this doesn't happen, but of course we had black spots where the shader is self reflecting.\n\nthis is old 2.79a:\n![image.png](image.png)\n\nand this is the latest build with the fix:\n![image.png](image.png)\n\n\n\n\n\n\n[bug_new-bump_shader.blend](bug_new-bump_shader.blend)" ]
Blender 3.5.0 Beta - Curve - Wrong Dimensions Operating system:Windows 11 pro Graphics card:Nvidia Geforce GTX 1060 3GB Broken: 3.5.0 Beta, 5a86193b1cc9. Worked: 3.4.1, ef9ca44dee7f. The dimensions of a Curve circle are not the same with these I set at the beginning. I create a Circle: Add-Curve-Circle. Radius: 4. At the Transform Panel the dimensions are different from what I typed.
[ "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)", "Curve to Mesh node creates wrong face orientation with cyclic profile curve\nOperating system: Linux-6.1.26-x86_64-with-glibc2.37 64 Bits\nGraphics card: AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.49, 6.1.26) AMD 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\nWorked:\n\nThe `Curve to Mesh` geometry node creates incorrect face orientation when using a cyclic `Profile Curve`. This bug only happens with cyclic profile curves, non-cyclic profile curves work correctly.\n\nInside of the attached `.blend` file there are two identical curves. The left curve uses the curve `Bevel` option. The right curve uses the `Curve to Mesh` geometry node.\n\nThey should produce the same results, but they don't.\n\nThe `Profile` curve is just a standard `Add` -> `Curve` -> `Circle`.\n\n1. Open the attached `.blend` file.\n2. Notice that the curve on the left has the correct face orientation.\n3. Notice that the curve on the right has the wrong face orientation.\n\n", "Zero sized normals if the object scale to zero in one axis. \nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.82 (sub 7)\n\nA 3D object with a reflective texture turns black when flattened by scaling x0 along an axis\n\n~\n\nI was rendering a transform of a reflective hemisphere from concave to convex, seeing how the reflection changes over time.\n\n- With Cycles, this works as expected. Concave is warped one way, flat is a flat mirror, convex is warped the other way.\n- With Eevee, the concave and convex reflections are fine, but for one frame where the hemisphere has become a 2D circle, it shows up black.\n\nExample file attached, saved at the half-way point in the animation where this bug occurs: [spoon.blend](spoon.blend)\n\nVideos attached to show the effect just in case this is hardware-specific and only happens on my laptop.\n\nEevee, with one black frame right in the middle:\n[spoon-eevee0001-0120.webm](spoon-eevee0001-0120.webm)\n\nCycles, everything is fine:\n[spoon-cycles0001-0120.webm](spoon-cycles0001-0120.webm)", "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![image](attachment)\n\n\nRun Blender 3.6\n\n", "Curve draw tool: taper setting can lead to wrong handles / random tilt behavior\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\nWorked: never\n\nCurve draw tool: taper setting can lead to wrong handles / random tilt behavior.\n\n[#103879.blend](T103879.blend)\n- open .blend\n- draw quick roundish strokes (all should be good at this point)\n- change Taper Start to something non-zero (I set it to 0.05)\n- draw quick roundish strokes again\n- notice \"wrong\" handles\n\nIf I draw a curve like this\n{[F14175937](image.png) size=full}\n\nthen looking at to neighbors (and their handles)\n{[F14175942](image.png) size=full}\n{[F14175944](image.png) size=full}\n\nMakes me think that while the placement of the points are OK, their computed handles are wrong.\n\nTesting more, it seems this is caused by the `Taper Start` being non-zero:\n[#103879.webm](T103879.webm)\n\n**Original report**\n\nCurve Tilt seems to be broken when using tilt. It could be the configuration of the Tool that's being used and the object settings.\nThese may be changes that were added/ done to 3.2 to 3.4.1. Honestly, I have no idea, that's why i am here.\n\n- What I expected to happen? *Draw with the draw tool and the stroke face the viewport so I can see the thickness of the strokes*\n- What happens instead? *Stroke draws randomly miss-aligned to the view randomly giving the appearance of not drawing the stroke*\n- Why's that bad? *Because the user is forced to correct Blenders miscalculation.* \n\nThe objective is to have the 3D curve face front view without any tilt of the points when drawing using the \"Draw Tool\" in edit mode\". Zup method works best for this in the object settings in 3.2.\n\n1. Create is 3D curve \n**Curve Settings:**\n![image.png](image.png)\n\n2. Edit curve delete point.\n\n3. Front view.\n\n4. Select the drawing tool.\n**Drawing Tool Settings:**\n![image.png](image.png)\n\n5. Draw freely in any direction \n6. 3.2 should be no twisting happening with the tilt of the curve. 3.3 twist method is happening twisting is an issue on every setting when using the draw tool. The twisting happens when using the drawing capability. sometimes giving the impression the stroke is not drawing at all\n\nThings to pay attention to working between the tool and the object.\n1. Pen pressure setting on and off.\n2. The twist method seems more consistent in 3.2 working with the current tool settings. Changing this setting of corrected tilt issues that was thought previously to be 3.2 of the Twist (Curve Tilt) method of the object.\n3. in the Tool settings.\n4. The scale of the stroke when drawing.\n5. When there is a floating window the stroke misbehaves in really extreme ways.\n6. Having the stroke in a poly setting mode help the stroke behavior become more consistent\n7. Setting the stroke to bezier can be really unpredictable\n\nFinally, I am going to share this file around with a few communities to see if someone knows why this problem keeps coming up\n\n**Blend File:**\n[Curve Title Broken.blend](Curve_Title_Broken.blend)\n\n**Demo:****Audio is available** in this file. At around **2 minutes 40 seconds**, you can see the random tilt happen. It looks like i draw a stroke and nothing happens. I then rotate the camera and switch mode to **Z Up to show that it doesn't fix the twist**. This behavior seems to happen from any view. Top, bottom, left, right it doesn't matter.\n[Tilt Issue.m4v](Tilt_Issue.m4v)\n\n", "Grease pencil brush sizes incorrect\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: 2.92.0 Beta\n\nGrease pencil brush sizes are not accurate, not even close. A 500px radius(!) size brush (which should be 1000 pixels wide since we're talking about a \"radius\") has actually about a 50px radius.\n\nOpen a new 2D animation file, increase brush size to the max of 500px, draw a line. Does that look like 1000pixels wide to you? Or ist it me? Maybe I need to work all the way zoomed into the canvas to see the accurate size? How big is the factory canvas?\n\n", "Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state", "Dimensions reported by Add Primitive Tools do not match actual dimensions.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.16\n\nBroken: version: 3.0.0 Alpha\nWorked: Never Known to Work\n\nNo matter what physical size the primitive is when created, the redo panel reports that it is 1m or 2m for any dimension. In the example attached ![Capture.PNG](Capture.PNG) the radius and depth are reported as 39.4\" (1m) and 61.7\" (2m) respectively. While the actual dimensions reported in the N-Panel are 0.221\" x 0.255\" x 0.127\".\n\nCuboids (Cube) are especially erroneous because they can have a different actual value for width, length, and height, but the single dimension \"Size\" is reported as 2m in the redo panel.\n\nIn the base startup file, create a primitive using the tool in the tool panel. Open the redo panel and observe the dimensions reported and compare them to the dimensions reported in the Item Panel.", "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", "Regression: 2D Curve -> 3D Curve keeps 2D Curve fill\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: since 3.0.0\nWorked: 2.93.3\n\nCurves have the 2D mode, where points all points are on the same plane and fills are done similar to a 2D vector program like Inkscape and the 3D mode, where the fills are placed along the curve.\nBy switching a Curve to 2D and then undoing, you can (temporarily) get the 2D fill behavior in 3D.\n\n1. Add a Curve like the circle\n2. Go into edit mode and select a single point\n3. In the properties, switch the Curve type from 3D to 2D\n4. Change the Curve fill type so that the Curve has a fill\n5. Switch the Curve back into 3D\n6. Switch the Curve back into 2D\n7. Undo\n8. The Curve will now be 3D, but still have its 2D fill. You can now move your selected point around and see the fill persisting.\n\n[blender_2022-07-18_18-58-12.mp4](blender_2022-07-18_18-58-12.mp4)", "Render engine support for curves data-block\nSeveral features need to be supported in Cycles, workbench and EEVEE.\nMost of the relevant code is shared between EEVEE and workbench as part of the draw manager.\nInitially at least, NURBS curves can be supported by computing the weights for each evaluated\npoint on the CPU (see `blender::bke::curves::nurbs::BasisCache`), and just doing interpolation\nof attributes on the GPU.\n\nFor EEVEE/Viewport, supporting different curve types, segment counts, and cyclic values\ncould be done by batching curves with similar data. For example, all curves with segment\ncounts in between two powers of 2 could be batched together, with padding triangles added\nat the final point.\n\nCurves have a resolution attribute which makes the current \"subdivisions\" settings redundant.\nRender engines should support the resolution instead. Further changes to the evaluation\nresolution can be part of the standard \"Simplify\" options.\n\n- [ ] EEVEE/Viewport\n - [ ] Curve types\n - [x] Camull Rom\n - [ ] Bezier\n - [ ] Poly\n - [ ] NURBS \n - [ ] Cyclic\n - [ ] Radius Attribute Support\n - [x] Generic attribute rendering\n - [x] Curve domain generic attributes cd968a3273\n - [x] Point domain attributes cd968a3273\n - [ ] Curve segment count\n - [ ] Remove drawing pass that resamples curves\n - [ ] Support drawing arbitrary segment length curves\n - [ ] Tube/cylinder drawing\n - [ ] Resolution attribute support\n- [ ] Cycles\n - [ ] Curve types\n - [x] Camull Rom\n - [ ] Bezier\n - [ ] Poly\n - [ ] NURBS \n - [ ] Cyclic\n - [x] Radius attribute Support\n - [x] Generic attribute rendering\n - [x] Curve domain generic attributes\n - [x] Point domain attributes\n - [ ] Resolution attribute support\n- [ ] Move curve render settings from scene to object data\n- [ ] Add curve resolution limit to render \"simplify\" settings", "the resolution of metaball has be limited\nOperating system: Linux-5.13.13-hardened1-1-hardened-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI think it needs to fix because small metaballs can't show correctly. #75999\n![图片.png](图片.png)\n---\nI created a metaball with 5 mm radius.\n![图片.png](图片.png)\nbut these values is lower than minimum limit (5 mm). \n![图片.png](图片.png)\nI can't change it to a smaller value because of limits.\n![图片.png](图片.png)\n\n\n - Add a metaball of 5 mm radius (resolution will be of 1mm)\n - Try changing the resolution to a smaller value.\n - Meta ball will no longer be visible (as resolution will reset to it's minimum value: 5mm)\n", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Unable to create manual curve to mesh UV with spline parameter\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nBelow file is creating uv's from the curve length and profile and then outputting as a custom_UV attribute. There seems to be squashing happening at the beginning and end.\n\n[spline parameter fac bug.blend](spline_parameter_fac_bug.blend)\n\n![image.png](image.png)\n\n", "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." ]
[ "Regression: Wrong bounding box for curve object\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.4\nCaused by e8f4010611\n\nThe size evaluation of curve object gets wrong.\n![image.png](image.png)\n\n1. shift A add a curve object\n2. open N-panel and check the size under item tab;\n3. the bounding box generated using GN is also wrong.\n\nTry the blend file.[Curve Size BUG.blend](Curve_Size_BUG.blend)\n\n\n", "Set Curve Radius is Effecting Bounding Box of Curves\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: 3.5.0 Alpha\nWorked: 3.4 and before\n\nBehaviour changed in e8f4010611\n\n![image.png](image.png)\n\nI assume it's taking \"Curve Points\" into account, but here I am evaluating Curves not Curves Points. This behavior is not seen before 3.5. Is this a bug or a change implemented?\nI don't think it's expected to evaluate Curve Points when I am inputting Curves and trying to get Curve's bounding box.", "Bounding box of unaltered bezier circle is twice as big as expected.\nOperating system: Gentoo OS\nGraphics card: 1060\n\nBroken: 3.5-reelase branch\nWorked: 3.4.1\n\nEdited description for clarity:\nA bezier circle with no extrude or bevel has it's boundingbox reported as if it had a bevel of 1 .\n\nsteps to reproduce:\n - open default scene\n - add bezier circle\n - in the n-panel observe the reported object dimensions, they are 4,4,2 instead of the expected 2,2,0\n\nOriginal description:\n\n\n\nAfter time time i found a bug in my builds\nAll Bezier Curves has 2x size.\n![Screenshot_20230131_115351.jpg](Screenshot_20230131_115351.jpg)\n\nIf I copy this circle to BF Blender (for example - latest builder blender binary) and compare it with another just created one\n![Screenshot_20230131_115740.jpg](Screenshot_20230131_115740.jpg) ![Screenshot_20230131_115855.jpg](Screenshot_20230131_115855.jpg)\n\nIt's very strange!\nThis is a blender scene [krug.blend](krug.blend)\nHow to fix my blender build? \nPlease, help)\nBest regards!\n" ]
UI Scrambled in Linux Operating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: AMD RV770 (DRM 2.50.0 / 4.15.0-46-generic, LLVM 7.0.0) X.Org 3.3 (Core Profile) Mesa 18.2.8 Broken: version: 2.80 (sub 51) Worked: (optional)![blender-ui-buggy.png](blender-ui-buggy.png) The UI text is all scrambled Totally default out-of-the-box launch.
[ "Translation of UI into Catalan\nDear colleagues,\n\nI would like to be included as member of the #translations team(s) to work on the Catalan version of the UI.\n\nI apollogize in advance if I post this in the wrong place. The instructions say that I should create a task and ask for this; but it seems that I can only access the \"create task\" functionality here. It seems that other members can create tasks elsewhere; but presently not me.\n\nBest wishes,\n\nJoan Pujolar\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![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n", "Flickering UI on MacBook M1 or external monitor MBP 13 M1\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 2.93.5\n\nWhen any action in blender (move viewport or oblects) - there is flickering UI. Not way to burn eyes, but noticeable. Problem happens only on external monitor that worked absolutely fine in any other apps.\n[IMG_2758.MOV](IMG_2758.MOV) - video in slow motion showing the problem. Some times it flicks a lot, some times not much.\n\nJust moving view point is enough to flick UI.\nThat happens with my first of two files. Second doesnt have that. Attach the file with problem.\n[domik.blend](domik.blend)\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n![image.png](image.png)\n\nThis is what it actually looks like:\n![image.png](image.png)\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n![image.png](image.png)\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n", "Collapsed pull down menus have no name in Quick Favourites \nOperating system:\tWindows 7\nGPU:\t\t\tASUS Strix Radeon Vega 64, Divider version: 19.4.1\nCPU:\t\t\tIntel Core i7-5960X\n\nBroken: 2.80, (since Quick Favourites were added)\n\n**Exact steps for others to reproduce the error from scratch**\n\n - Factory Startup\n - Find pulldown menus\n - Right-click context menu --> Untick `Show Menus`\n - Add the three line menu toggle to Quick Favourites\n\n![QF_No_name.png](QF_No_name.png)", "[UI] [Minor Bug] Uneven padding on the header bar\nOperating system: Windows-10-10.0.22000-SP0 64 Bits ---> [This part of the automated info is incorrect --- It's Windows 11]\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0 Alpha\n\nThe header bar has uneven padding. Not a major issue but just something to fix.\n\n![Untitled.png](Untitled.png)\n![Untitled-1.png](Untitled-1.png)\n\n1. Open the client.\n2. Look at header bar.\n\n@pablovazquez - Thought I'll tag you directly. Awesome updates on the 3.0 Theme Refresh btw. So many changes that absolutely improve the UI experience. As someone who relies heavily on contrast for muscle memory when using an app, I greatly appreciate the changes you made. I already was emulating your theme on a custom version I made for myself (based on your screenshots) .. but it's great to be using your edition now.", "Simulation Nodes: bake UI in simulation node\n_No response_\n\n", " Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n![Screenshot 2019-11-11 at 18.25.36.png](Screenshot_2019-11-11_at_18.25.36.png)\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n", "Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)", "UDIM grid changes and enhancements\nThe UDIM tile grid behaves oddly/inconsistently in many circumstances for both configuration and display. This design tasks will hopefully a) enumerate the most egregious issues b) provide a place for artist feedback on the proposals c) document the ultimate decision for each item below.\n\nComplete\n- [x] The UV tile grid no longer disappears as soon as an image is loaded into the UV editor space (4fb7217043)\n- [x] [D11862](D11862): Provide a way to disable the grid entirely and respond to the Overlay toggles. Move current UI into Overlay panel as well. \n\nFuture design / discussion required\n- [ ] Should the tile grid only have manual/static dimensions or should it automatically adjust if the user moves a UV point outside the current dimensions of the grid?\n- [ ] Should the tile grid also be shown in the Paint/Mask/Viewer modes in addition to UV edit?\n- [ ] Should anything different be done about the grid when displaying non-square images?\n\nFeedback thread: 20136\n\nThis task will be used for general organization. Most feedback should be provided on the DevTalk thread above.", "Application Template: Cannot get rid of \"Metadata\" panel\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\nBroken: version: 2.83.1\n\nWhen wiping the whole UI, the \"Metadata\" panel remains.\n\n- Install application template: [bug.zip](bug.zip)\n- Load it.\n- The UI is empty but the \"Metadata\" panel remains when it should have been unregistered.\n\n", "Can't type tilde (~) in text editing mode - Blender enters fly/walk navigation immediately\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\nOS Language: Brazilian Portuguese\nKeyboard layout: United States (international)\n\nBroken: version: 2.90.0\nWorked: don't know\n\nUsing the `ENG` layout the tilde (~) is in this position on the keyboard:\n![400px-KB_United_States-NoAltGr.svg.png](400px-KB_United_States-NoAltGr.svg.png)\n\nIt can be entered by pressing {key Shift `}.\nHowever, this is the shortcut of another operator:\n![untitled.png](untitled.png)\n\nThis conflict causes the `VIEW3D_OT_navigate` operator to run instead of the `FONT_OT_text_insert`.\nPressing {key Shift `} (grave accent) enters into fly/walk navigation even when in text editing mode. This makes it impossible to type letters with tilde (i.e. \"**ã**\") directly into Blender.\nThe workaround for now is typing the text I need in another program and then pasting into Blender.\nThis is quite annoying, specially for someone who speaks another language, or has the tilde in his name, even if one uses the English user interface.\nThis bug might be related to #66607.\n\n\n - Open Blender with a new file.\n - Add a text object.\n - Enter text mode ({key TAB}).\n - Press {key Shift `}\n\nThis enters the fly/walk navigation mode immediately, instead of registering the tilde deadkey.\n\n", "Text strip duplication with madeup driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken:\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. Then the clone had a driver on 'Location X' set, that the original has not. If You delete that driver, blender crasches (see #91912)\n\n\n- Load attached file\n- Duplicate the Text strip with <Shift><D>\nThe new Text strip now has a driver on Location X\n\n[driver_duplicate_bug.blend](driver_duplicate_bug.blend)", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n" ]
[ "Linux and AMD RV770 interface glitches\n\nOperating system: Ubuntu 18.04.1 LTS x86_64\nGraphics card: AMD RV770\n\nBroken: 2.80 (sub 43), branch: blender2.7, commit date: 2019-02-04 23:43, hash: 445433a6913f\n\nInterface is broken. There are weird visual glitches everywhere. Most of the lines are missing. \n\n\nProblem occurs on default startup. \n\n\n> Due to broken interface, I wasn't able to test anything else.\n\n\n[system-info.txt](system-info.txt)\n\n![Screenshot from 2019-02-05 16-36-30.png](Screenshot_from_2019-02-05_16-36-30.png)\n\n\n\n\n\n\n", "Display acting strangely\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: AMD RV740 (DRM 2.50.0 / 4.15.0-50-generic, LLVM 6.0.0) X.Org 3.3 (Core Profile) Mesa 18.0.5\n\n\nBroken: version: 2.80 (sub 68)\nWorked: (optional)\n\n\nThe interface seems to be broken. Menu labels are missing, and there are strange lines all over. I'm attaching a screenshot.\n\nError occurs on startup{[F7043672](Screenshot_from_2019-05-17_08-59-13.png)}\n\n" ]
Bug: In "view" orientation mode, tool widgets don't track view when viewer is rotated Operating system: Windows 10 64-bit Graphics card: nVidia GeForce GTX 980 Broken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-30 22:29, hash: 0f5b53ba4dc, type: Release build date: 30/11/2018, 17:16 Worked: Latest 2.79 When using "view" as the transform orientation, tool widgets in the 3D View stay locked and do not track as the view is rotated around the selected object. - Launch default Blender with factory defaults - Select the cube - Set the transform orientation to "view" - Engage the transform tool. You'll see the widget properly displayed at the cube's center point. - Rotate your view using middle mouse. Notice the transform widget does not track with the view as it rotates, but instead remains locked in previous orientation. - If you grab a tranform widget handle and move it, the widget will snap to facing the viewer properly once the handle is let go. - In previous versions, this widget would always remain facing the viewer when orbiting using middle mouse.
[ "Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.", "Gizmo shifting to different value after release with tablet input.\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\nWorked: 2.79 (haven't tested this extensively)\n\nWhen using a tablet to manipulate objects, the gizmo will often pop to a different location. A similar thing happens in the dopesheet when moving the playhead, it will pop to a different (usually very close) frame. I assume this is due to how the tablet input is being interpreted but after exploring and changing every setting I can find, the problem still persists to a certain degree. \n\nBasically, just select an object, choose the rotate tool (not the r shortcut) and use a tablet to rotate on an axis. I've attempted to record this issue in the attached video. [tablet issue.mp4](tablet_issue.mp4)\n\n", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "Allow View Navigation within Modal Operators\nExcept when there's a good reason to block navigation (such as modal transforms) all modal operators should allow user to navigate the viewport. This includes panning, rotating, zooming, and changing to direct view (top, front, side, etc).\n\nFor example, neither Box Select or Circle Select allow viewport navigation. This severely limits the tools use, often requiring the user to activate the operator multiple times from different angles. \n\n**Operators that need navigation events passed through**:\n - Circle Select\n - Box Select\n - Mesh Bisect\n - Mesh Loopcut and Slide\n", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n", "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.", "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? ", "Gizmo and transform direction does not align with Normal Orientation and Individual Origins\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.83\n\nThe gizmo axes orientation should give a preview of the transform direction of the selected elements.\nBut the behaviour is breaking when using **Normal** orientation and **Individual Origins** for the pivot point.\n\nIn Object Mode when selecting a single object it behaves like expected. But when selecting multiple objects, the gizmo and transforms will use the Median Point pivot point instead. I don't know if this is the intended behaviour.\n\nMore striking is the behaviour in Edit Mode. If a single vertex is selected, the behaviour is as expected. The gizmo and transforms will use the normal orientation of the individual single vert.\nBut once more verts are selected the gizmo no longer matches the transforms.\nThe gizmo seems to match the median point orientation. But once a gizmo handle is dragged, it will use something else.\nThis often leads to flipped directions on transforms.\n\n**Note on behaviour in Blender 2.83**\nWhile this behaviour worked as expected in that version and earlier, it still failed to show the correct orientation when more than 2 verts were selected.\nOf course not all individual orientations can be displayed with 1 axis. But when the selected individual elements are connected, they will move as one. This behaviour should be reflected in the gizmo orientation as well.\nIf the selected individual elements would not move in unison, the gizmo could show the combined average as a good enough estimation.\n\n- On the default cube, enter edit mode\n- Set orientation to Normal and pivot point to Individual\n- Make the Move Tool active in the Toolbar\n- Select 2 vertices that form an edge and drag along the X handle\n- If it moves as expected, select the 2 vertices again but in the reverse order\n- Then repeat", "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. ", "Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n![camerabug.jpg](camerabug.jpg)\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n![camerabug2.jpg](camerabug2.jpg)\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n", "Decrement and Increment arrow buttons in Transform section of Details pane both operate in same direction (VM session))\nOperating system: Windows 10\nGraphics card: NVIDIA RTX A4500\n\nBroken: 3.5.0, 1b325cfff18b, blender-v3.5-release, 2023-03-29 02:56)\nWorked: \n\nDecrement and Increment Arrow Buttons in Details Pane both operate in same direction\n\nOpen a new .blend file.\nSelect the Default Cube.\nDecrement or Increment any of the transforms via the clickable arrow keys in the Transform section of the Details pane.\nThe increments and decrements for any of the numbers for rotation, scale or location are very unreliable as to what direction they operate in. Some sort of sign error?\n\n", "collection instance rotates 90 degrees automatically when being instantiated by another object with mirror modifier\nOperating system: mac os 10.14.6\nGraphics card: Intel Iris Plus Graphics 655\n\nBroken: version: 2.82a, 2.30.0 release, 2.90 (sub 3)\nWorked: Unsure.\n\nas shown in the following screenshot, to use modifiers on a collection instance I parent the collection instance to a plane and change the instancing of the plane to faces, so that the collection instance will follow what modifiers will affect on the plane, but when using the mirror modifier with mirror object set to an empty at the center, the collection instance on the other side rotates 90 degrees on z axis automatically, which is not expected\n![屏幕快照 2020-06-08 上午1.30.46.png](屏幕快照_2020-06-08_上午1.30.46.png)\nopen the attached .blend file and you'll see the problem\n[collection instance problem.blend](collection_instance_problem.blend)\n\nSteps if you want to recreate from scratch:\n1. Create a new collection, I will call it `Suzzane`.\n2. In the collection `Suzzane` create a Suzzane (Monkey Head) then disable the collection in the outliner.\n3. In the new collection, create an instance of the collection `Suzzane` by pressing `Shift+A -> Collection Instance -> Suzzane`. From now onwards, we will be working in this new collection.\n4. Create a plane. Select the instanced `Suzzane` then the plane and parent the `Suzzane` to the plane with `Ctrl+P -> Object`\n5. In the outliner, select the instanced `Suzzane` and hid it with the little eye icon.\n6. Select the plane and in the properties editor in the `Object` tab select `Instancing -> Faces`. \n7. Give the plane a mirror modifier and notice how to newly instanced `Suzzane` is rotated 90 degrees rather than mirrored.", "Custom Manipulators: General Design & Functionality\nThere are a number of features that should be supported but further design work is needed before they can be implemented properly. Everyone is welcome to join the discussion by proposing more ideas or solutions, by creating mockups or by just giving some own input.\n\n----\n\n# Scope of Widgets\n\n### Description\n\nWhen should a tool use a widget?\n\nExamples:\n\n* Edit Mesh Spin Tool\n* Edit Mesh Smooth tool (number of steps, smooth factor)\n* Edit Mesh Bevel/Inset\n* Edit Mesh UV Rotate\n* Edit Mesh Subdivide\n\nSpin tool is an example where widgets make a lot of sense (you rotate around an axis, so direct manipulation is useful).\n\nThe issue with Smooth & UV-Rotate is that using a 3D manipulator for these is using manipulator simply as a way to access buttons in the view-port.\n\nAn issue with bevel/inset depends on the kind of manipulator used. Having a single manipulator in the view doesn't directly relate to the edge, and again - its more a replacement for accessing buttons in the tool-bar.\n\n### Proposed Solutions\n\nSuggest not to use manipulators if they are simply an alternate access to buttons.\n\nAs for bevel/inset: we could make the bevel edges themselves into manipulators, so you could click on beveled edge and drag it.\n\n----\n\n# Toggling Visibility of Widgets\n\n### Description\n\nCurrently, only the widgets of the active object are drawn. While this works for most cases, being able to precisely control which widgets are visible and which not can be useful.\nFor example, in future, a camera could have widgets for the focal length, sensor size, depth of field distance, ... If all are visible all the time it's easy to accidentally manipulate them.\n\n### Proposed Solutions\n\n* Draw a panel for the active object in which its widgets can be enabled/disabled individually (similar to \"Display\" for cameras).\n* Add a toggle button next to every button represented by a widget (similar to how it's done in the transform panel in the properties region, where you can press the 'lock' icon to disable the widget for this axis)\n\n### Open Topics\n\n* Where would the manipulator toggles be stored? (Object / Viewport / Tool-Settings)\n* How to expose settings that aren't related directly to objects? (Group Center, View-Port Clipping Bounds)\n\n----\n\n# Numerical Input\n\n### Description\n\nIt should be possible for users to input precise values to manipulate a widget (and thus the value it represents). This way they can keep their locus of attention in the viewport, avoiding having to search for a button in the UI.\n\n### Proposed Solutions\n\n* Enabling number input by holding a modifier key while clicking on widget (as in - Ctrl+LMB on widget activates modal mode to input value)\n\n---\n\n# Snap System\n\nUsers may want to snap manipulators to other elements in the scene, eg:\n\n* Snapping the spin center-point to a vertex on a mesh.\n* Snapping bisect angle to a vertex\n* Snapping the camera's DOF to the surface of an object.\n\nNote that currently holding Ctrl sets `WM_MANIPULATOR_TWEAK_SNAP` but each manipulator needs to implement this.\n\n### Proposed Solutions\n\n* Each manipulator has a snap flag for 'TRANSLATE | ROTATE | SCALE', when set, holding Ctrl will snap to any of the elements set.\n* Snapping can also respect scene settings (in the 3D) view-port, so users can snap as with mesh edit-mode.\n\n----\n\n# Key Framing\n\nWhen the cursor is over a manipulator, do we want to support I-Key to keyframe that setting (DOF, lense for eg).\n\n----\n\n# Theme Colors\n\nManipulators now use theme colors, there are basic preset colors to use: (HIGHLIGHT, PRIMARY, SECONDARY, A, B).\n\nWhere A/B are for other controls.\n\n*Currently they're hard coded in manipulators but they can be set however we like.*", "Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)" ]
[ "Gizmo orientation problem\nwindows 8 64 bit , video card - Nvidia GeForce980ti\n\n2.8 Alpha 2 hash a5f950ed381\n\nThe problem in the 3D viewport with the gizmo.\nIf you set \"transform orientation\" to \"view\", gizmo arrows don't follow view rotation\n\n\n1. Select the object in 3D viewport.\n2. Choose \"grab\" transform in \"toolbar\"\n3. Set \"transform orientation\" to \"view\"\n4. Move around the object in 3d space.\n\n![Screenshot_89.png](Screenshot_89.png)\n\n" ]
Next active selection is not working processor -Intel® Core™2 Quad CPU Q8400 @ 2.66GHz × 4 graphic card -GeForce GT 710/PCIe/SSE2 o/s- Ubuntu 20.04 LTS memory -4 Gb driver - nividia driver metapackages from nividia-driver-440 (proprietary tested) Hello blender team, Next active selection is not working. i selected one vertex first then holding shift selected alternative vertex hereafter i did this steps under selection-> select more/less->next active.i also used shortcut key that is shift ctrl numpad + I searched this issue on internet but i did not get any solution. You can check in video. [untitled.mp4](untitled.mp4) Blender version is blender-2.90.0-c7b03fe9c07a-linux64.tar.xz Thanks Please solve this problem.
[ "Click selection and box selection in 3D view do not work properly in scenes with many objects\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[In my environment, if there are close to 100,000 objects, the objects can not be selected normally]\n[select_bug.mp4](select_bug.mp4)\n\nUploaded blend file has nearly 100,000 simple cubes\nClick on an object in the 3D view to select a distant object\nEven a box selection can make a crazy choice\nBut lasso selection and circle selection work fine\n[test_file.blend](test_file.blend)\n\n", "Support dragging to change tabs in the side-bar\nNote, this was reported as a bug however it's a TODO (wasn't supported in 2.7x).\n\n----\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (version before the click transparent passthrought)\n\n\nCannot drag on the tabs to select other tab like normal tab behavior on Blender.\n\n- Factory defaults\n- Press 'N' on the 3D View.\n- Try to drag on the tabs on the \"WM_OT_context\", the result is the box selection.\n\nSee attached gif (ignore the mouse cursor offset, that is due to 4k display with only 125% scale applied.)\n\n![fSXMp2gyxJ.gif](fSXMp2gyxJ.gif)\n\n\n", "Active selection not updated when selecting from outline\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\nThe current latest active selection is not updated when selecting from outliner.\nSelecting mesh then bones from viewport ![image.png](image.png)\nSelecting mesh then bones from outliner ![image.png](image.png)\n\n - Open the attached .blend file\n - From the 3D viewport : Click the mesh, then shift click the bones. Press CTRL+P, you can link the bones to the mesh.\n - From the outliner : Click the mesh, then shift click the bones. Press CTRL+P, you cannot link the bones to the mesh.\n[2022-08-07 16-35-46.mp4](2022-08-07_16-35-46.mp4)\n[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\n", "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", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Animation. Keyframes. Copy - move to the current frame.\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 466.77\n\nBroken: version: 2.93.0\n\n[Animation. Keyframes. Copy - move to the current frame for replacing the previous one. If you copy keyframes and move them to the current frame it won't work properly. All will seem good but the last frame will play an animation relay on the previous parameters. ]\n\n\n[bug.blend](bug.blend)\n\n![CIoACYSqqG.gif](CIoACYSqqG.gif)\n\n", "Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n", "problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n", "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", "Fade Inactive Geometry: Objects with the same stored mode are not faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nIt is possible to keep objects in a certain mode even if they are not active. \nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nUnfortunately if any object in the scene is also in the same mode, even if it is not active or affected by the currently active object, it will not be greyed out.\n\n![Screenshot_2021-04-22_11-40-07.png](Screenshot_2021-04-22_11-40-07.png) In this example image 2 quad-spheres are not greyed out. The left one is active and can be sculpted on. The right one is not active or selected but is also currently in sculpt mode. \n\n- Disable \"Lock Object Modes\" in Topbar -> Edit\n- Duplicate an object multiple times to have more than 1\n- Select one and switch to (for example) vertex paint mode\n- Select another object in the 3D viewport or via the outliner without exiting the mode of the active object\n- Switch into the vertex paint mode\n- The other object is not greyed out \n\n", "Menu Hotkey do not work in Batch Rename Dialogue\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.1\n\nIn the Batch Rename Dialogue there the \"Type\" drop down. In this drop down pressing the underlined characters does not work like in other drop downs and menus.\n\n\n1. Select one or multiple objects\n2. Hit Ctrl + F2 for \"Batch Rename\"\n3. The \"Type\" drop down is set to \"Find/Replace\" by default\n4. Click the \"Type\" Drop Down to open it\n5. press \"S\" \n6. Nothing happens even though the drop down should now be set to \"Set name\" as indicated by the underlined \"S\".\n", "When double clicking to selecting text the first characters aren't selected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.2\n\nWhen you double click on any text field with the intention to select all of the text when you start dragging to select the other words the first characters dont stay selected\n\ndouble click on a word and then drag your mouse to select the next or previous words. Some of the characters will always become unselected when you drag the mouse as seen in the attached video\n\n![ezgif-4-591d6789b0](attachment)\n\nusually when double clicking a word the entire word stays selected regardless of where the initial mouse location was when double clicked but in blender the characters before or after the mouse location when double clicked don't remain selected when you drag to select more words", "Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n", "Selection Next\nBecause of design decision, the Overlay-Next engine will not be able to rely on the draw manager to handle selection queries. We need to handle selection of objects in a separate engine.\n\nThe selection engine must not re-implement all of the logic of the overlay engine. Instead, we need to find a way to cleanly mix both. For instance, we can swap the `ShaderCache` type to use shaders for selection.\n\nIn order to not require too much refactor, it is better to interface this new selection engine as a GPU_select backend.\n\nAll object selection mode should be supported.", "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" ]
[ "Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIt works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)" ]
Linking modifiers does not work properly 2.78 Just open a new blendfile, choose cycles render engine, enable experimental features, add a cube to your scene, add a subdiv-modifier to the cube, enable adaptive, create some new cubes, select all cubes, select the cube with the modifier as active element and try to ctrl + L : Make Links: The other cubes will have the modifier, but without adaptive enabled.
[ "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.", "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", "Generic way for modifiers to check user-edited flags\nThe simulation modifiers need to take care of invalidating cache when user edits are performed on the modifier itself, or its dependencies.\n\nFor the point cache (rigid body simulation, for example) this is done as a dedicated dependency graph node, which is hooked to the rest of the graph via a relation which has `RELATION_FLAG_FLUSH_USER_EDIT_ONLY` flag. The benefit of such approach is that a generic callback function can be used (without capturing any internal state of the graph). The downside is the more complex routing of relations.\n\nThe simulation nodes took a bit different approach: the nodes modifier has a special lambda callback which checks the node and dependency graph state:\n```Cpp\nmodifier_node->evaluate = [](...) {\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n ...\n }\n}\n```\n\nSuch approach allows to access the modification state without extra nodes and relations, but it is not very generic: ideally the modifier-specific logic will be left to the modifier's \"apply\" callback.\n\nFortunately, there is a simple modification to the current nodes modifier callback we can do!\n\nGeneral idea: have a generic modifier node callback (for all node types) which will copy the user-modified flag from the modifier dependency graph node to the modifier data. The modifier's \"apply\" callback then can make decision based on this flag.\n\nPseudo-code of this proposal goes as following:\n```Cpp\nmodifier_node->evaluate = [modifier_index = ...](::Depsgraph * /*depsgraph*/, ...) {\n ModifierData *md_eval = object_eval->modifiers[modifier_index];\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n md_eval-> flag |= MODIFIER_USER_MODIFIED;\n } else {\n md_eval-> flag &= ~MODIFIER_USER_MODIFIED;\n }\n}\n```\n\nUse the modifier index since it can be captured at the graph construction time, and will stay available even if the original objects are destroyed (the long-term goal is to allow the depsgraph be fully independent from the original scene after its Copy-On-Write was run). It is a bit annoying to do an index-based lookup in the list, but it is unlikely to show up in a profiler.\n\nThe geometry node modifier can immediately use this new flag. In a longer term the rigid body will do the same or be migrated to the new simulation framework :)\n\n", "Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)", "Mesh Deform modifier doesn't deform after binding\nBlender 3.3.0 (hash: 0759f671ce1f)\n\nMesh Deform modifier simply doesn't work. The cage mesh doesn't deform the effected mesh.\n\nI modeled my base mesh (a simple array of duplicated rectangles). Then i added a cube, as a separate object, entered Edit Mode, adjusted the size to fit my base mesh, added some loop cuts, exited Edit Mode. Selected my base mesh, added the Mesh Deform modifier, chose the object to deform with, clicked on Bind. \n\n[mesh deform.blend](mesh_deform.blend)\nThe deformation mesh is a solid geometry. I just changed the Viewport Display option to Wire. ", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Multres disabled in Sculpt Mode when under another modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n", "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", "Remesh Node\nRemesh Modifier Modes will be split into two separate nodes.\n1. Voxel Remesh (Voxel Remesh algorithm)\n2. Block Remesh (original Remesh algorithm mainly useful for block effect)\n\nProperties can be used as they are in the modifier.\n\nAlgorithms are already external from Modifier code so it should be easy to reuse it for the node.\n\n\n![voxel_remesh.png](voxel_remesh.png)\n\n![block_remesh.png](block_remesh.png)", "Collection linking + library override doesn't allow to transform object inside\nBroken: version: 3.6.0\n\n![screenshot.jpg](attachment)\nLinking this collection and then creating a Library Override on it doesn't allow to move the \"Gear\" object inside such collection.\n\n- Download [Test.blend](attachment)\n- Open Blender and link the collection \"Collection\" from Test.blend\n- In the Outliner right click on the imported collection and do Library Override > Make > Selected and Content\n\n", "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", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Use toolbar for Clip Editor\nAs discussed with @Sergey, here's how we would like the Clip Editor to work:\n\n{[F6943021](Screenshot_2019-04-14_at_10.06.22.png), size=full}\n\nThis makes it compliant with the other editors in Blender 2.8.\n\n\n - - [x] {icon circle color=yellow} Add toolbar to the Clip Editor\n - - [x] {icon circle color=yellow} Add Marker tool to the toolbar\n - The Marker tool lets you add markers whenever you click. The tool settings for the next marker should then be added to the tool settings\n - - [x] {icon circle color=yellow} Add Selection tools to the toolbar\n - - [ ] {icon circle color=yellow} Add Cursor tool to the toolbar\n - - [ ] {icon circle color=yellow} Add transform tools (Move, Rotate, Scale, Transform) to the toolbar\n - - [x] {icon circle color=yellow} In Mask mode, add the masking tools to the toolbar", "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", "Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n" ]
[ "Adaptive subdivision modifier not copied to other objects\nOperating system:W10\nGraphics card: 980Ti\n\nBroken: 2.80 19-04-02\nWorked: (optional)\n\nWhile linking data of modifiers (ctrl + L -> modifiers) the check for adaptive subdivision is not correctly shared to other objects. Settings for normal subdivision is shared correctly (levels). \n\nCreate 5 cubes, give them all subdivision, set one of them to adaptive, select them all - set the one with adaptive as active -> ctrl+L modifiers -> only one has adaptive subdivision.", "Linking subsurf modifier with adaptive checked\nWindows 10, GeForce 780ti 3gb\n\nBroken: 2.78 641e586, daily build 6/10 2016, same issue in official release 2.78\n\n\nExperimental feature set\nWhen linking modifiers with ctrl+l with a subsurf modifier on the active object that also has adaptive enabled the adaptive setting or dicing scale is not copied over to the other objects.\nHowever if that object had a subsurf modifier previously that was removed with the adaptive enabled and a set dicing scale, that object will regain those settings if a new subsurf is linked.\n\nSet experimental feature set\nduplicate the default cube\nadd subsurf modifier to one of the cubes\ncheck the \"adaptive\" checkbox on the subsurf modifier \nselect the other cube and then with shift held down select the cube with the subsurf modifier so that it becomes the active object\npress ctrl + l\nselect modifiers\non the now subdivided second cube, the adaptive won't be enabled.\n" ]
Particles systems set with subframes prevents the parent object from being animated properly Operating system: macOS-12.3-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13 Broken: version: 3.1.0 If a particles system has "subframes" option greater than zero and if object part. sys. keeper has a least one keyframe then Action keyframes overrides all users transformations. Open default scene. Add a particle system to the cube and set its subframes physics->integration properties to 1. Add one keyframe animation to the cube. Go to another frame. Transform the cube. Transformations stay on actual action keyframe values. Set subframes to zero allows to work normally.
[ "keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n![image.png](image.png)\n**sphere:**\n![image.png](image.png)\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n![image.png](image.png)\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view ![image.png](image.png)\nthis is the render of the 81st frame ![image.png](image.png)\n\n[report.blend](report.blend)\n", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "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", "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n\n\n\n\n\n\n\n\n\n\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Beta\n\n\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n1. Open Blender.\n2. Select the Default Cube.\n3. Run this code via Text Editor (it creates one Object Custom Property to Cube, and one Object Custom Property to Camera):\n\n\n```\nimport bpy\n\nob = bpy.context.active_object\n\nprop_name1 = ob.name + \"_Property\"\nob[prop_name1] = 0.0\nob.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = ob.id_properties_ui(prop_name1)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n\ncamera = bpy.context.scene.objects['Camera']\n\nprop_name2 = ob.name + \"_Property\"\ncamera[prop_name2] = 0.0\ncamera.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = camera.id_properties_ui(prop_name2)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n```\n4. Select Camera.\n5. Right Click on created Camera's Object Property \"Cube_Property\" and Left Click on \"Copy as New Driver\".\n6. Select Cube.\n7. Right Click on created Cube's Object Property \"Cube_Property\" and Left Click on \"Paste Driver\".\n8. Value is not drivered / updated. Unless you edit driver, click in Data Path Textbox or Name Textbox, click Enter - now everything works great, but... i didn't change anything there.\n\n", "After Remove Rigid Body World. The rigidbody setting will be lost.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I don't know.\n\nAfter click the Remove Rigid Body World button. The object's rigidbody setting was lost.\nIts setting should be preserved, just like the rigidbody constraint setting.\n\n\n1. Create a cube.\n2. Enable rigidbody for the cube.\n3. Play 5 frame.\n4. Click the Remove Rigid Body World button.\n5. Recheck the cube's rigidbody setting. It can be found lost the rigidbody setting.\n", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Baking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.38.0, 5.8.0-7630-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.93.0 Alpha\n\nBaking animation on 2s ( Frame Step = 2) and with 'Overwrite Current Action' enabled, still keeps old keyframes inbetween steps. I would expect these 'inbetween' keys to be overridden as well as it should be part of the baking process. \n\nEDIT:\nIt would be great to have an option in the 'bake action' that will delete keys that are not on the stepped keyframes. This way the 'baking on 2s' will be absolutely on 2s, and not have some leftover keys that will still move the character inbetween 2 baked keys.\n\nIt would be great if 'baking actions' are respecting the preferences on which interpolation mode it is set. Let's say I set it to 'constant'. then baking action should output 'constant' keys instead of bezier keys. \n\nAs discussed in the meeting with Sybren, Hjalti, Rik and Sebastian. being able to determine the keys to be baked on frames based on keys of an arbitrary object gives us the freedom to be selective on which frames should be baked and which frames should be held. Let's say want my frames to be baked on frame 2, 4, 6, 7, 8, where frame 7 is an extra key (based on the 2s retoric). By having an object (cube, bone, etc) that has already keys on the designated frames 2, 4, 6, 7, 8. This object could dictate the frames that needs key baking. \n\n\n[#85050-cube_anim_test_baking_on_2s_v1.blend](T85050-cube_anim_test_baking_on_2s_v1.blend)\n\n- Open the above blend file\n- Go to Pose -> Animation -> Bake Action\n- Set Frame Step to '2'\n- Check 'Overwrite Current Action'\n- Bake Data: Pose\n- Click 'OK'\n\nAfter baking, I still see existing keys on frames inbetween the 2 steo even though 'Overwrite Current Action' is turned on.\n", "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.**", "Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n", "Overriding context in rigidbody operations [override not passed along in startup/bl_operators that themselves call bpy.ops]\nOperating system: Ubuntu 16.04 \nGraphics card: MSI 1080Ti\n\nBroken: 2019-03-26, 337eb8c1de4c\n\nContext override information in bpy.ops.rigidbody.bake_to_keyframes() not shared with bpy.ops.anim.keyframe_insert() causing poll() error.\n\n- Open default file\n- Give cube active rigid body\n- In the python editor:\n```\nobj = bpy.data.object['Cube']\nobj.select_set(True)\nbpy.context.view_layer.objects.active = obj\n\nfor area in bpy.context.window.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = bpy.context.copy()\n override['area'] = area\n override['region'] = region\n override['scene'] = bpy.context.scene\n override['point_cache'] = bpy.context.scene.rigidbody_world.point_cache\n bpy.ops.rigidbody.bake_to_keyframes(override)\n```\n\nReturns:\n```\nRuntimeError: Operator bpy.ops.anim.keyframe_insert.poll() failed, context is incorrect\n```", "Keyframed group inputs bound to index not property\nOperating system: Windows 10\nGraphics card: GTX 1070 (Laptop)\n\nBroken: 2.80.0 009dbc2bc9fb\n\nKeyframing a property on the group input stack, maintains the keyframe at the stack index rather than the mapped property. This means when the ordering of group inputs is changed the keyframe is maintained at the previous position/index rather than moving with the initial property.\n\n\nBased on the default startup\n\n1. Create node group with multiple inputs\n2. Keyframe 2nd property\n3. Push this group input up or down the input stack (while inside node group)\n4. 2nd property will stay keyframed rather than moving up/down stack with the correct property.\n" ]
[ "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)" ]
Enabling disable in viewports deselects object Operating system: win 10 Graphics card: geforce gtx 780 Broken: (2.80, 2.81, 2.82) Worked: - in an animation objects pop in and pop out through animating the "disable viewport"-property. When i move the slider of the timeline through a disabled viewport, the keyframes in the timeline become disabled, even if i drag it further to when it gets enabled again. To get the keyframes back i have to select the object once again. in dope-sheet there is a "display hidden"-toggle, perhaps this could be used in the timeline too? [disableViewport.blend](disableViewport.blend) The Cube is selected Move the Playhead in the timeline and the keyframes disappear
[ "Right clicking on 3D Viewport Header not working as expected\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\nWorked: (3.6 and older)\n\n\nIf you Right click on empty space of 3D Viewport Header it will not bring Header Menu for disabling or enabling Header. it was possible in version 3.6\nThere are just 2 options to bring menu:\n1- Right click very close to Header items but not inside items(it's really hard to reach)\n2- disable region overlap (many prefer not to turn it off)\n\nI know it is now available to see and select objects through header but I think old right click should back to header because:\n1- constancy( when you right click on all other editor's header that menu will pop up)\n2- beginner friendly (imagine someone new to blender or blender 4 wants to hide header and he does not know new region toggle pie menu so it is hard to hide it)\n\n", "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.", "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![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\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)", "Animation Editors main regions lets you scroll away your channels (e.g. hiding keys in the timeline)\nOperating system: macOS 12.2\nGraphics card: Intel Iris Pro\n\nWorked: 3.0.1\n\nAnimation Editors main regions lets you scroll away you channels (e.g. hiding keys in the timeline).\nThe same scrolling is not possible in the channels area (which is sane) and should be like that in the main regions as well (except for the graph editor probably)\nA lot of new users are unknowingly scrolling down in the keyframe section and then having issues finding their keyframes (which appear at the very top of the keyframe section).\nSame is true for Dopesheet, NLA, ...\nFor those \"list-based\" editors, the \"free\" scrolling in the main region makes no sense.\n\nHere is a short youtube video demonstrating the problem:\nwatch?v=FyF3ct8posQ&ab_channel=JBBlenderBreakdown\n\n- When in the Layout Workspace, insert a keyframe,\n- hover the mouse cursor over the timeline section main region and {key MMB} scroll downward. \n- The newly created keyframe will go out of view. \n\nThere is a vertical scroll bar to indicate to the user that they are scrolling downward, but that only aapears when you approach the right editor border\n", "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", "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)", "Viewport gizmos in selection tools not updating.\nOperating system: Windows 10 64Bits\nGraphics card: GeForce GTX 1050 Ti latest driver\n\nBroken: version: 2.80.69 hash:4f6e25280558\n\nswitching between Active tools gizmos and viewport gizmos keeps the manipulators in it's previous position until a second selection...i assume because we have two different and unrelated gizmos!! \n\n\n- Activate transform gizmos in the gizmo popover.\n- Use Active tools manipulators and do transformation.\n- Switch to the selection tools.\n\nThe gizmo center is not updated.\n\n**Attachment**\n![gizmo.gif](gizmo.gif)", "Disable Constraint Drivers Not Visible When Opening Older Files in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: (before 3.0)\n\nCaused by d6891d9bee\n\nDrivers put on the \"Disable Constraint\" switch are no longer accessible in the viewport.\n\n**`2.93`**\n![2.93 OFF.png](2.93_OFF.png)\n![2.93 ON.png](2.93_ON.png)\n[Constraint Driver Bug 2.93.5.blend](Constraint_Driver_Bug_2.93.5.blend)\n\n**`3.0`**\n![3.00 OFF.png](3.00_OFF.png)\n![3.00 ON.png](3.00_ON.png)\n[Constraint Driver Bug 3.0.blend](Constraint_Driver_Bug_3.0.blend)\n\nDriver does still work and is visible in the Driver Editor window, however it appears invisible on the constraint, Right Clicking the icon where the Driver is supposed to be does not come up with options to delete or edit that driver, button itself cannot be manually turned On or Off either.\n\nIn any Blender before 3.0 Add a driver to the \"Disable Constraint\" button on any of the constraints. Save the file and open it in 3.0.\n\n", "The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)", "Update animation operators for previously hidden redo panel contents\nWith the changes in [D14960](D14960), many operators that had previously hidden options are showing their redo panel.\nThis applies to the timeline editor, dopesheet (all modes) and NLA editor.\n\nI tested all operators in each editor to find out which ones need changes. The following list is complete, meaning that any operator that is not listed here works as expected when tweaked:\n\n# Dopesheet\n\n- - [ ] Transform\n - Hide W axis\n - Not sure how to do this for `transform.transform` with `TIME_TRANSLATE`\n- - [x] Box Select\n - Hide redo panel (it never shows in 3d view)\n- - [x] `select_column`\n - Hide mode selector (the modes are very distinct from each other, and don't make sense to be changed by the user)\n- - [ ] `leftright`\n - Hide the \"Check if Select Left or Right\" mode\n - Does not seem like you can hide enum entries, so this may have to be split into a separate property\n\n# Markers\n\n- - [x] Holding select (rightclick)\n - Hide redo panel\n- - [x] Move\n - Hide tweak checkbox\n- - [x] Select before/after\n - Capitalize parameter names\n- - [x] Box Select (see Dopesheet)\n\n# NLA Editor\n\n- - [x] Duplicate\n - [D15086](D15086) fixed the issues related to the duplicate operator\n- - [x] Push Down Action\n - Hide redo panel (seems to be an internal property not worth changing)\n- - [ ] Transform (see Dopesheet)\n - Additionally, the Proportional Editing property can not be toggled (probably since the NLA editor does not have this option at all), so the checkbox should be hidden\n- - [x] Box Select (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n# Graph Editor\n\nWhile not affected by the above patch, it's still worth touching up, since the original patch that added its redo panel [D6286](D6286) did not change related operators either.\n\n- - [x] Box Select\n - While we should hide redo panel for consistency, the \"Select Curves\" option may be interesting to toggle? But at the same time, it currently does not update, so needs to be fixed.\n- - [x] `select_column` (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n---\n\nA lot of operators would benefit from functional changes, now that the user can adjust their parameters not only through different menu items, but also by tweaking the settings in the redo panel.\nThis could be tracked as an additional to do task.", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Outliner: Object selected/deselected when clicking with RMB on it's object data [`Sync Selection` option causes this]\nBroken: version: 3.0.0\nBroken: version: 2.91.2\nBroken (differently): 2.90.1, 2.83\nWorked: 2.82\n\nWhen clicking with RMB on *some* object data in outliner (can confirm for materials), parent object is selected/deselected (both in outliner and in 3D viewport). That can lead to undesired actions. For example, when click RMB on material object data from a cube and choosing `Delete` you'll get one of the following:\n- Delete only material object data if parent object is not selected\n- Delete cube object itself **and** material object data if parent object is selected\nMesh/ligh/camera object data also have this \"parent object selection/deselection\" behavior but for this object data it's not so apparent in terms of functionality since in both cases mesh/light/camera object data is deleted and object can't exist without those so it's deleted too.\nModifiers and constraints are handled consistent with context menu - deleting only modifier - although it's something to be discussed since it shows that parent object is selected.\nFor shortcut behavior there is already #94062.\n\nIn 2.90.1 core issue is same but behave slightly different - it'll not always change selection/deselection, can provide details if requested.\n\nFor materials:\n1. Open attached file. You'll see two objects with same mesh object data.\n2. Repeatedly click with RMB on material object mata in outliner to see parent object selected/deselected.\n3. Choose `Delete` from context menu when parent object is selected - one of the objects is deleted and one material that was clicked on (you can see it on other objest mesh object data since they share it).\n4. Undo\n5. Choose `Delete` from context menu when parent object is not selected - only one material is deleted.\n\nFor showcasing mesh/light/camera data behavior:\n1. Open attached file.\n2. RMB on `Sphere` mesh object data to a point where parent object is either selected or deselected.\n3. Choose `Delete` from context menu - in both cases all objects are deleted.\n[RMB outliner selection bug.blend](RMB_outliner_selection_bug.blend)", "overlays extras option being ignored\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "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", "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" ]
[ "Keys disappear in dope/graph editors when object is hidden\nOperating system: windows10\nGraphics card: GTX 1080\n\nBroken: 2.90.0 LTS\nWorked: \n\nObjects animation keys/curves disappear when sliding keys in editor. Keys when moved aren't synced to objects actual animation. Impossible to get objects visibility back without adding another visibility key.\n\nCreate box\nSet visibility key\nMove timeline slider\nSet another visibility key\nSelect all keys\nSlide keys to different location in timeline where object visibility turns off\nSelect box\nAnimation keys show\nScrub timeline \nBox disappears out of sync (also for any other animation keys ie. transform)\nSelect box\nSlide keys to different location on timeline\nScrub timeline\n\n[visibility_bug.blend](visibility_bug.blend)\n[blender_visibility_bug.mp4](blender_visibility_bug.mp4)\n[system-info.txt](system-info.txt)\n", "Object animation disappears if it's disabled in viewport\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 950\n\nBroken: 2.92.0\nWorked: ?\n\nFor some reason, **whenever an object is disabled in viewport, its keyframes (in all animation editors) disappear as well.** I'm still able to select the object in Outliner, but the keyframes don't display anymore unless it's enabled in viewport. This is especially unfortunate when I'm trying to **animate viewport/render visibility** for an object and the keyframes disappear the moment I slide them into a position where the object is currently disabled - making me go to a different place in timeline where it's on again, select it, and move the keyframes again. Obviously I could just animate the \"render visibility\" of it but then I don't get the visual feedback when making preview renders in viewport.\n\n - Open default scene.\n - Select cube, create any keyframes for it (easiest just to turn on Auto key and move it a couple times in different spots on the Timeline)\n - Disable the cube in viewport (in Outliner)\n - Now the cube's animation has also disappeared.\n\n", "Dope Sheet: Only Show Selected and Show Hidden don't work together when Disable in Viewport is animated\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.8x, 2.9x\nWorked: 2.79\n\nDope Sheet's Only Show Selected and Show Hidden options stopped working since 2.79 when Disable in Viewport property is animated – when you move the slider to position when Disable in Viewport is disabled (and object is hidden) it seems to automatically deselect the object which makes all its keyframes disappear from the Dope Sheet.\n\n1. Open provided file in 2.79 and move the animation slider to the first frame, you will notice that keyframes are visible in Dope Sheet regardless of Visibility state.\n2. Open provided file in 2.8 or 2.9 and do the same – when you will move the slider to the first frame, keyframes will disappear.\n[Invisible_channel_bug.blend](Invisible_channel_bug.blend)\n![Invisible_channel_bug.jpg](Invisible_channel_bug.jpg)", "Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\n\n", "Blender 3.2.1 - Dope Sheet Editor - Show hidden option doesnt show hidden objects\nOperating system: Ubuntu 21.04, Windows 10\nGraphics card: GTX 1080, RTX3080\n\nBroken: 3.2.1\nWorked: 2.79\n\n Graph / Dope Sheet Editor - Show hidden option doesnt show hidden objects\n\n1. Open attached blend file in 2.79\n2. drag around the keyframes in the dope sheet\n3. notice how when its hidden you can still move them around\n4. open attached blend file in 3.2.1\n5. drag around keyframes in the dope sheet\n6. notice how it disappears once its hidden\n7. confirm that 'show hidden' option is enabled and get frustrated that its not showing hidden items.\n\nthis is the same frustration with the graph editor.\n\n[grapheditorbug.blend](grapheditorbug.blend)" ]
GPencil: Pen/Mouse input lag when drawing in heavy files When drawing in heavy files, there is a great lag since the previous stroke is completed before the system is able to receive new inputs. In 2D, it is very common to draw a succession of strokes to have more gesture in the drawing. The current lag breaks that dynamic and affects artistic creation very negatively, since the system is unable to capture the artist's gesture. The actual design is based on using the evaluated data in the draw engine, and the original data is used for the paint operator. ![image.png](image.png) As the geometry changes during the drawing process, copying the original data to evaluated data was very slow, so the current stroke buffer is updated manually to the runtime area of evaluated data avoiding any depsgraph tag. When the paint operator ends, the original data is tagged in order to update evaluated data to make the new stroke visible in the draw engine. The current buffer is cleared also and ready for the next stroke. Doing some test with very heavy files, the time to copy the full datablock is the following: Test File: heavy_test_file.blend?dl=0 Note: Times recorded in debug mode using a Intel i9-9900K 32GB memory and NVIDIA RTX2080TI ```>>time start(deg_expand_copy_on_write_datablock) ``` >>time start(greasepencil_copy_data) <<time end(greasepencil_copy_data): 0.887008 ``` <<time end(deg_expand_copy_on_write_datablock): 0.891092 >>time start(deg_expand_copy_on_write_datablock) ``` >>time start(BKE_gpencil_update_orig_pointers) <<time end(BKE_gpencil_update_orig_pointers): 0.160603 ``` <<time end(deg_expand_copy_on_write_datablock): 0.164915``` Total time is: `0.891092 + 0.164915`, but checking the system there is still a delay of more than a second after this before the event system is available to receive new inputs. This video shows that operator is completed and the cursor is set to change, but the cursor needs more than 2 seconds to back. [HeavyTest.mp4](HeavyTest.mp4) If we try to draw before the cursor is restarted, the event is not captured as is showed in the next video. [Heavy_02.mp4](Heavy_02.mp4) Capture the drawing events in the same stroke is not a problem because the eval data is updated directly without depsgraph evaluation. [Heavy_03.mp4](Heavy_03.mp4) Possible solutions: * Be able to tag only a layer or frame of grease pencil datablock to avoid the full copy of the datablock. * Reduce the lag after the finish of the operator and make event system able to receive the new events.
[ "GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n![hotkey_tool.png](hotkey_tool.png)", "Sculpt mode: Draw Sharp brush artefacts when using Scene Spacing in stroke settings\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n**To reproduce**\nBrush stroke important settings:\n1% stepping, scene stepping\n\nI suppose there is no limiter and with very steep angle step become extremely tight instead to keep constant step.\n\n[2022-05-14_08-04-06.mp4](2022-05-14_08-04-06.mp4)\n\n[untitled.blend](untitled.blend)\n[2022-05-14_08-10-44.mp4](2022-05-14_08-10-44.mp4)\n\n", "Inconsistent pressure behavior between the size and the strength in the sculpt mode\nOperating system: Win 11, Wacom Intuos Pro\n\nBroken: c1beaea80f97\n\n\n\nThis bug report was requested by @JulienKaspar.t.\n\nThe strength pressure feels totally flat once the size pressure is disabled. This behavior is really inconsistent across brushes. I am using the Clay brush below but most brushes have this issue, so it is not limited to the Clay brush.\n\nHere I am demonstrating it with the Clay brush. The brush feels ok when both the pressure and the strength is enabled, there is enough pressure variety and consistency.\n\n[blender_CXuVDMlgac.mp4](blender_CXuVDMlgac.mp4)\n\nI am disabling the size pressure in the video below and the strength feels like there is hardly any pressure control. It almost feels like it is not even responding to the pen pressure. I am using the exact same pressure as in above video with my Wacom pen.\n\n[blender_sd6OpRGCHX.mp4](blender_sd6OpRGCHX.mp4)\n\n\n\nAdd a dense mesh\n\nEnter into the ssculpt mode\n\nSelect the Clay brush\n\nMake sure the brush utilizes the size and the strength pressure.\n\nUse pressure to draw over the surface.\n\nDisable the size pressure control\n\nObserve how the strength behaves \n\nIncrease the strength beyond 1 to see the issue better.", "Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix", "Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n", "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![00.JPG](00.JPG)\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", "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![Screen Shot 2020-08-24 at 9.10.51 AM.png](Screen_Shot_2020-08-24_at_9.10.51_AM.png)\n\nBased on the default startup, adjusting setting doesn't change the behaviour. The straight line is present with all brushes.", "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", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "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", "Very slow brushstroke in Blender 2.91 compared with older Blender version\nWin 10\n2080 rtx\n\nblender 2.90 and 2.91\n\npainting is very low and produce imprecise brushstroke with blender 2.91 compared with 2.90 (and previous) blender version. \n\nlook at the videos and/or try to paint with the attached file.\nThanks\n[blender_2.91.mkv](blender_2.91.mkv)\n\n[test_painting.blend](test_painting.blend)\n\n[blender_2.90.mkv](blender_2.90.mkv)\n\n", "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", "Poor performance in Timeline, Dope Sheet, etc when at the top of the editor.\nOperating system: Linux-5.3.0-7648-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.79, 2.83, 2.90.0 Alpha\nWorked: unknown, possibly never.\n\nSeems like some animation files cause really poor performance in Dope sheet when trying to scroll on top of it. Scrolling down and making the top section not visible seems to fix the performance. \nI presume the editors draw keyframes for channels on top of each other without checking if the key already exists.\n[2020-07-16 17-54-48.mp4](2020-07-16_17-54-48.mp4)\n\n1. Open attached file\n[slow.blend](slow.blend)\n2. Try to click around on timeline, dope sheet editor.\n3. Open the key dropdown in dope sheet and scroll down. Notice how performance goes back to normal.\n\n", "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![2.83_gp_bug.png](2.83_gp_bug.png)\n[2.83_bug.blend](2.83_bug.blend)\n", "\"Dots\" stroke method is ongoing even without moving the cursor when using a pen\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0 Alpha\n\nThe Dots stroke method is meant to apply the strength of the brush on each stroke dab.\nThis is working like intended when using the mouse. If you don't move the cursor, the stroke stops.\n\nBut when using a pen, even when holding the pen perfectly still, the stroke is ongoing on the stop.\nThis way the stroke method is working very much like the Airbrush stroke method,\n\n- Add a cube and subdivide it many times\n- Use the draw brush in sculpt mode\n- Set the stroke method to \"Dots\"\n- Draw a stroke and hold it on a single spot without moving the cursor or releasing LMB\n- Try this with a mouse and a pen and see how they compare." ]
[ "GP: Slow performance with many points causes perpetual input delay.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\nCPU: Ryzen 5900X 3.7Ghz\nMemory: 32GB \n\nBroken: version: 2.93.0\n\n- When creating a complex GreasePencil object with many points/layers/frames, all mouse inputs are delayed (e.g. unable to rename layers, drawing unresponsiveness), without a way to free up resources. \n- Hiding layers, disabling modifiers, locking layers, or choosing more economical viewport display, doesn't free up system resources (until the large layers are deleted).\n\n- Draw enough to create 50,000 points on Frame-1. Duplicate Frame-1 to Frame-240. Interpolate Sequence. (4million total points is the limit for my computer for this to take effect).\n- Result: Double-clicking layer to rename doesn't work, but triple-clicking works. And drawing new strokes has ~1second delay.\n\nAdditionally, if you also want to make a normal 24fps playback drop to ~5fps, add a Noise Modifier and enable Fake User. (Maybe this should be a separate bug report?)" ]
GP: Slow performance with many points causes perpetual input delay. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 CPU: Ryzen 5900X 3.7Ghz Memory: 32GB Broken: version: 2.93.0 - When creating a complex GreasePencil object with many points/layers/frames, all mouse inputs are delayed (e.g. unable to rename layers, drawing unresponsiveness), without a way to free up resources. - Hiding layers, disabling modifiers, locking layers, or choosing more economical viewport display, doesn't free up system resources (until the large layers are deleted). - Draw enough to create 50,000 points on Frame-1. Duplicate Frame-1 to Frame-240. Interpolate Sequence. (4million total points is the limit for my computer for this to take effect). - Result: Double-clicking layer to rename doesn't work, but triple-clicking works. And drawing new strokes has ~1second delay. Additionally, if you also want to make a normal 24fps playback drop to ~5fps, add a Noise Modifier and enable Fake User. (Maybe this should be a separate bug report?)
[ "simply moving the render window is terribly slow\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nwith more complex scenes (such as for example blenderman file 57e5084f0fcf294119c5055c) once you render an image and you have eevee in render preview mode, moving the render window becomes very slow, probably because eevee returns to refreshing the previw render without needing it.\n\nsee the video\n\n[GRAbwindow.mp4](GRAbwindow.mp4)\n", "Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n", "\"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", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "animating texture space on largish curve object causes slow down\nOperating system: MacOS 10.14.6\nGraphics card: Radeon Pro Vega 48 8GB\n\nBroken: 2.82 alpha 2019-12-16\nWorked: (optional)\n\nI imported a largish SVG (300 KB). I joined the curves into one object and then placed a keyframe in the texture space. Blender will then slow down to unworkable. It depends on the size of the curve object, larger means slower.\n\n I can't animate textures that way. So now I am using another object for texture coordinates which works and doesn't slow down at all but I would rather use the texture space.\n\n[#72501 example.blend](T72501_example.blend)\n\n*Developer note: see thread for profiling info and bottleneck*", "Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)", "Points not rendered when indices are higher than 67.5 million(roughly)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0 Beta\n\n\nI encountered this issue when importing huge point clouds(~100 million points).\n![image](attachment)\n\nI prepared a simple file to reproduce the issue, it seems that points stop rendering roughly around index 67.5 million, see the gap between points and 3D cursor.\n![image](attachment)\nRepro:\n- unhide Plane object in Outliner, you should see gap between points and 3D cursor, that means some points didn't render\n- change integer from 67.500.000 to say 40.000.000, see that all points along the X axis up to 10(3D cursor) got rendered\n\nEdit: when you unmute Points to Vertices node you can see vertices along whole 0-10 range", "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)", "Subdivision Surface Performance Degrades Markedly With Non-Quad Meshes\nOperating system: Windows 7 Pro X64\nGraphics card: Nvidia Geforce GTX 980 Ti\n\n![BlenderSplash.JPG](BlenderSplash.JPG)\nBroken: Date: 2019-01-21\n```\n Hash: dd3f5186260e\n Branch: Blender 2.7 (although it's supposed to be a 2.80 Beta)\n```\n\n[OpenSubDiv_PerformanceBug.zip](OpenSubDiv_PerformanceBug.zip)\n\nSubdivision surfaces are fast and responsive in Edit mode *with all-quad meshes*, but very slow (~ 10x slower) with meshes comprised of triangles and quads.\n\n\nOpen the attached blend file and select **Cube.001**\n\nGo into Edit mode. Turn on Proportional Editing. Grab a point and move it - observe how responsive the viewport is with the all-quad mesh.\n\nGo back to Object Mode. Select **Cube**. Go back into Edit Mode. Grab a point and move it (with proportional editing still turned on) Observe how slow it is.\n\n", "Gpencil: Delay & Frames field values in Build Modifier should be integers only\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\nIn the Grease Pencil Build modifier, when using the mouse or the arrows to change Start Delay or Frames, the value goes through decimals instead of going directly to the next frame value.\n![00.JPG](00.JPG)\nLoad a Grease Pencil Build modifier,\nIn the Start Delay or Frames field, use the arrows or the mouse left button to change the value, or type a number with decimals.\n", "Workbench refactor causes significant performance regression with workbench shadows\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.0\nCaused by c476c36e40\n\nWorked: 2.82a\n\n2.83 solid viewport shading work slowly than 2.82 when shadows is on\n\nReduction of performance in viewport very high in heavy scenes as example scene with sculpts 6 millions of triangles\n![image.png](image.png)\n", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", "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", "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.", "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" ]
[ "GPencil: Pen/Mouse input lag when drawing in heavy files\nWhen drawing in heavy files, there is a great lag since the previous stroke is completed before the system is able to receive new inputs. \n\nIn 2D, it is very common to draw a succession of strokes to have more gesture in the drawing. The current lag breaks that dynamic and affects artistic creation very negatively, since the system is unable to capture the artist's gesture.\n\nThe actual design is based on using the evaluated data in the draw engine, and the original data is used for the paint operator.\n\n![image.png](image.png)\n\nAs the geometry changes during the drawing process, copying the original data to evaluated data was very slow, so the current stroke buffer is updated manually to the runtime area of evaluated data avoiding any depsgraph tag.\n\nWhen the paint operator ends, the original data is tagged in order to update evaluated data to make the new stroke visible in the draw engine. The current buffer is cleared also and ready for the next stroke.\n\nDoing some test with very heavy files, the time to copy the full datablock is the following:\n\nTest File: heavy_test_file.blend?dl=0\n\nNote: Times recorded in debug mode using a Intel i9-9900K 32GB memory and NVIDIA RTX2080TI\n\n```>>time start(deg_expand_copy_on_write_datablock)\n```\n >>time start(greasepencil_copy_data)\n <<time end(greasepencil_copy_data): 0.887008\n```\n<<time end(deg_expand_copy_on_write_datablock): 0.891092\n>>time start(deg_expand_copy_on_write_datablock)\n\n```\n >>time start(BKE_gpencil_update_orig_pointers)\n <<time end(BKE_gpencil_update_orig_pointers): 0.160603\n```\n<<time end(deg_expand_copy_on_write_datablock): 0.164915```\n\nTotal time is: `0.891092 + 0.164915`, but checking the system there is still a delay of more than a second after this before the event system is available to receive new inputs.\n\nThis video shows that operator is completed and the cursor is set to change, but the cursor needs more than 2 seconds to back. \n\n[HeavyTest.mp4](HeavyTest.mp4)\n\nIf we try to draw before the cursor is restarted, the event is not captured as is showed in the next video.\n\n[Heavy_02.mp4](Heavy_02.mp4)\n\nCapture the drawing events in the same stroke is not a problem because the eval data is updated directly without depsgraph evaluation.\n\n[Heavy_03.mp4](Heavy_03.mp4)\n\nPossible solutions:\n\n* Be able to tag only a layer or frame of grease pencil datablock to avoid the full copy of the datablock.\n* Reduce the lag after the finish of the operator and make event system able to receive the new events.\n\n" ]
Blender 2.8 64bit UV transform doesn't work on particular rigs Windows 10 Pro, i7-2600, Geforce GTX 560, 12Gb RAM (tested with i7-6800 + GTX 1070 - same issue) blender-2.80-27cccaeccd2-win64.zip / blender-2.80-8850875866a-win32.zip In the 64 bit version, I can't transform (grab, rotate, scale, mirror, shear) any UV island. It simply does nothing. I can select, unwrap, align, though... 32 version works. My other rig (Win 10 Pro, Ryzen 5, 8Gb RAM, GTX 1050Ti) works with the 64 version too. Might be same issue as #58114 ?
[ "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "Partial UV selection working incorrectly with Metal backend\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nUsing hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.\n\nOpen [file](https://projects.blender.orgattachment), go to edit mode.\n\nUV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend\n", "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", "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).", "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)", "Angle based UV-unwrap: distorted UV island with even angles on geometry\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\n\n![42431604.png](42431604.png)\n\n[2020-06-21_18-02-13.mp4](2020-06-21_18-02-13.mp4)\n[untitled.blend](untitled.blend)\n", "Blender OCIO ACES 1.2 Texture ColorTransform ignored - works in Compositor\nMBP 15\" (2018)\nOperating system: MACOS 10.5.4 Catalina\nGraphics card: Radeon Pro 560X\n\nBroken: Version 2.82a, 2.83 beta and 2.90 alpha (12th of May2020)\n\nI setup up Blender according my little how-to on my website\n?page_id=1720\nThe ACES IDT sRGB texture is taking off the sRGB (gamma), linearizes the texture and maps the sRGB gamut into the ACEScg gamut.\nA JPG/PNG 8-Bit Texture File with a value of 1 will map it to 1.0 in scene linear.\nTo see a texture in ACES like it looked like in Photoshop for example you need to use the inverse RRT&ODT view transform. The IDT you choose is then Output_sRGB. This maps a texture value of 1 to 16.xxx in scene linear. \nI am aware that this is the wrong method to use textures in ACES - this is a regular mistake when working with ACES and I wanted to write an article about it on my website and clarify the problem.\n\nThe Blender Compositor is actually working as expected. In the demo scene I use the texture two times with different IDTs (sRGB-Texture and OutPut sRGB - for comparison I also added the same texture as an EXR file.\nPlease check the Compositor and plug one or the other image to the gain 10% color correction to show the high scene linear values.\n\nIn the Shading tab I have the image texture window sized big and select the different image texture (2x JPG with two IDTs selected and one EXR file) - use right click to sample the texture values in the image view.\nOnly the EXR file shows actually higher values than one. Both JPG textures with the two IDTs selected are clipping at 1.0.\n[Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip](Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip)\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", "UsdPreviewSurface import is missing UV transformations\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\n\nWhen importing USD files, UV transformations (offset, scale, rotation) are missing in the imported material graphs when UsdPreview import is enabled.\nUsdTransform2d spec here: spec_usdpreviewsurface.html#transform2d\n\n- Download and unzip [TextureWrapModes.usdz](TextureWrapModes.usdz)\n- Import \"FBXTextureWrapModes.usdc\" with UsdPreviewSurface enabled\n![image.png](image.png)\n- enable texture preview\n\n**Expected:**\n![image.png](image.png)\n\n**Actual:**\n![image.png](image.png)", "Open Blender\nHello\n\nI can't open the app, i dowload all versión windows, windows store and portable.\n\nsxstrace.exe\n\nI have windows 10, but i can open the app,\n\nI hope you can help me\nThanks\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Un-subdivide operator damages UVs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nOriginal\n![image.png](image.png)\nUnsubdivided Level 2\n![image.png](image.png)\n\n[unsubdivide UVs.blend](unsubdivide_UVs.blend)\nPress Ctrl+E / Un-Subdivide\nSet operator to step 2 or 4", "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", "Freestyle doesn't render hair\nOperating system: Win10 64bit\nGraphics card: gtx1050ti\n\nBroken: 2.8-155c62b070a9\nWorked: 2.79b\n\nRender file with Cycles in 2.79b and 2.8. In 2.8 only mesh is outlined.\n[free.blend](free.blend)", "\"No Render\" volume of space with motion blur and GPU render\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.27\n\nBroken: version: 3.4.1\nWorked: N/A\n\nThere appears to be a volume of virtual space where objects do not render.\n\nLoad attached file. Set render frame to 110 and render the scene. Note the progress it makes as the large cube slowly vanishes with each render pass, while the smaller thin cube only partially renders. Set the frame to 50 and it renders fine. The problem starts with frame 106 and gets progressively worse for the large cube, while it seems to somewhat recover for the thin cube in later frames.\n\nThe problem does not repro with CPU rendering, and did not repro with my older graphics card way back when I first made this scene (GeForce 1080Ti). It repros with GPU rendering on both 3.4.1 and 3.1.0. It does not repro with motion blur disabled (hence the viewport render is also fine).\n[GPU Motion Blur Bug.blend](GPU_Motion_Blur_Bug.blend)\n" ]
[ "Problem with UV/IMAGE EDITOR and UNWRAPPING\nWindows 8.1 with 2x GTX770\n\nBlender 2.8 (28.11.2018\nWorked: (optional)\n\nHi, I think that unwrappig can't work correctly. See video in attachment.\nWhen I unwrap a mesh, I open the UV/Image Editor set as UV EDIT.\nThe unwrapped mesh appears but I can't select, move, rotate or scale any vertex or any face to relocate, rotate, move or scale it as I need.\nIt is a bug or I missing something?\nThank you.[ScreenCaptureProject1unwrapping.mp4](ScreenCaptureProject1unwrapping.mp4)\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Cycles motionblur with curve modifier Operating system and graphics card desktop with 2 gtx 780 gentoo amd64 Broken: all versions (i think so:) Hello, i found a bug, this is a trouble for me. I do render with animeted plane with curve modifier I can't get clean full animation render, but some frames a good. plasma-desktople5087.png nLFXfRky Please see my scene
[ "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", "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)", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "Design: Graph Editor Curve Display\nThere are a few issues with the display of curves in the Graph Editor mentioned in the Paper Cuts devtalk thread. However while technically simple to change the drawing, it needs to stay consistent and clear, which is why this Design task exists.\n\n**Issues**\n* Locked Curve keyframes look like they are active\n* Curves are drawn in the same thickness even outside the range they can be edited in ?sorting=hot#\n* Location/Rotation/Scale curves are not distuingishable at first glance 27?u=christophlendenfeld\n\n## Current State\n\nNormal\n![image](attachment)\n\nDisabled\n![image](attachment)\n\nLocked\n![image](attachment)\n\n## Proposed Solution\n\n* Locked curves have crosses instead of keyframes to indicate that they can't be selected. [#106052](106052)\n* Locked curves are always drawn as if they were unselected since you can do nothing with them even though they are selected.[#106052](106052)\n* Increase the dash length and spacing to reduce visual noise [#106052](106052)\n* Add preferences to modify the colors of FCurves based on their type. Will default to the current standard to not confuse existing users.\n![image](https://projects.blender.orgattachment)", "F-curve editor displays incorrect curve for reversed NLA strips\n**Operating System, Graphics card**\nLinux SuSE 12.2 (x86_64)\nNVidia GTX560ti (official driver)\n\n**Blender version with error, and version that worked**\nBroken: 2.67b - 2.91 and recent buildbot binaries\n\nReversing a strip in the NLA editor makes the f-curve editor display animation curves incorrectly. This is only a UI/display issue - object will still animate as expected.\n\n**Steps for others to reproduce the error (preferably based on attached .blend file)**\n- add a couple of keyframes to an object and switch to NLA\n- turn action into action strip (snowflake icon)\n- in the strip properties, enable 'Reversed'\n- go into edit/tweak mode for the strip then switch to f-curve editor\n- animation curves are drawn incorrectly\n\n[#35708-nla-reverse-display-issue.blend](T35708-nla-reverse-display-issue.blend)\n\nNormal:\n![image.png](image.png)\n\nReversed:\n![image.png](image.png)\n\n", " Freestyle renders extra lines\n%%%--- Operating System, Graphics card ---\n1st PC: Win7 64bit & Quattro 2000\n2nd PC: Win7 64bit & Nvidia 560ti\n\n\n\n - Blender version with error, and version that worked ---\n2.68a\n\n - Short description of error ---\nFreestyle produces lines through objects as they are transparent\nI build a moving staircase and some lines of the glass roof appear \"randomly\" through the walls.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n\nI just created objects + render. %%%", "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)", "AgX has banding-like issues on hyper saturated gradients\nBroken: a9053f7efbe8b25429b11bccd679dbe81ea60e3f (introduction of AgX)\n\n\nWhen using the sRGB display device and the AgX view transform, fully-saturated colors can exhibit banding-like issues. It doesn't appear to be actual banding, but subjectively feels similar.\n\nThis issue was discovered by @eyecandy while testing AgX at Blender Studio, and the concern is that for more cartoony styles that tend to have a lot of single-color materials, this could manifest as visually objectionable artifacts.\n\nHere's a comparison between Filmic and AgX that highlights the issue:\n\n| Filmic | AgX |\n|----|----|\n| ![lights_on_plane_filmic.jpg](attachment) | ![lights_on_plane_AgX.jpg](attachment) |\n\n\n1. Load ![lights_on_plane.exr](attachment) into Blender (e.g. as a texture on a plane with an emissive material).\n2. Set the color management display device to sRGB.\n3. Set the color management view transform to AgX.\n\n", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "EEVEE and Workbench missing animatable properties\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n\nWorking-ish*:\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release) \nBroken:\t\t\t`blender-2.80-f6cb5f54494e-windows64` (official release) and later\n\n\nEEVEE and Workbench's render properties (`Properties Editor --> Render Properties`) are, for the most part, not animatable.\nThis is in contrast to Cycles which, *for the most part*, has all settings set to be animatable.\nBack in 2.79b the OpenGL \"Workbench\" Render options were supported:\n\n![2.79b OpenGL Render.png](2.79b_OpenGL_Render.png)\n\nSome of the panels like Film, Simplify and Colour Management (which exist in all render engines) work as expected from 2.7X to 2.8X.", "I export a pyro from C4D as VDB but the rendering time is not displayed with the cycle?(only cycle)\nOperating system: win 11.x64\nGraphics card: rtx 3070ti\n\n3.5.0, 2023-04-26\n\n**I checked in different modes and tested with other VDB files, they are fully rendered in the rendering cycle, but this file, which was output from Cinema 4D, only works in Eevee mode.**\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![motionblur.png](motionblur.png)\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 AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n![aov_compare.jpg](aov_compare.jpg)\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\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 ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)" ]
[ "Cycles Motion Blur renders black with boolean modifier\nWin7 64 bit, Geforce GTX 560Ti\n\n2.70, 2.72a\n\nEnabling Cycles Motion Blur increases rendertimes drastically and renders object black.\nDisabling the Boolean Modifier in render causes no render errors. \n\nCould not reproduce using simple steps. \n[MBlurBooleanBug.blend](MBlurBooleanBug.blend)" ]
Mix Shader bug Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63 Broken: version: 2.81 (sub 13) Worked: (optional) Mix Shader don't work correct. Render Eevee. ![image.png](image.png) ![image.png](image.png)
[ "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "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", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "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", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "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![image.png](image.png)\n", "Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n![cpu.png](cpu.png)\n\nCycles - GPU Compute:\n![gpu.png](gpu.png)\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n", "Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Alpha doesn't work as a mask \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n![bug_11.gif](bug_11.gif)\n\n[bug_11.blend](bug_11.blend)\n\n", "Mix Node\n# Mix Node\n\nThis task outlines a design proposal for a `Mix` function node.\n\nSimilar to `Mix RGB`, the `Mix` node performs a linear interpolation between two values. The current way to perform this for floating-point values is to either use `Mix RGB` (which implicitly converts the values to colors) or to create a custom node setup or node group comprised of low-level math nodes. Either approach is not straightforward to users.\n\n\n![Mix_Draft1.png](Mix_Draft1.png)\n\n - Factor: Controls the amount of influence the node exerts on the output value.\n\nThis node will likely live under the *Utilities* category.\n\n## Use cases\n\nThis functionality is used often to blend between two values.\n\n## Potential Issues\n\nMaybe lack of immediate foresight to see other mix possibilities in other \"Everything Nodes\" projects?\n\n## Additional Questions\n\n- Do want to include additional interpolation types?\n- Do we want to include different data types?\n - 3D Vector\n - 2D Vector (when it is added)\n - Float\n - Integer (the output would also be an integer) (Truncated?)\n - Other questionable types: Euler (perhaps separate node for Slerp?), Image (Blend node instead?)\n- Should *Factor* not be automatically clamped to allow for extrapolation?\n- ???\n", "Mix Node Modes\nThe new mix node has different options according to data type.\n\nThe idea of this task is to look at adding the mix modes to float and vector data types.\n\nThe color blending modes could be used but a number of these modes assume that the\ndata is in the range of 0-1.\n\n[D16024: Node: Add mix type to Mix Node](D16024) \nThis a patch adds non-color mix types to float and vector data types.\n\nAdditionally, it would be good to look at how different interpolation modes could also be added. ", "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." ]
[ "Mix Shader Mixing Bug\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 10)\nWorked: (optional)\n\nMix Shader does not mix all the features of principled BSDF,\nThere are two principled BSDF shaders being mixed. The Mix Shader is being used to switch for the second shader that contains some SSS.\nBut, some features of the second shader seem to be lost during the mix. Like de SSS for example.\n\nCheck the video or\nTry it by the the following simple blend file:\n[2019-09-25 12-59-44.mkv](2019-09-25_12-59-44.mkv)\n[MixShaderBug.blend](MixShaderBug.blend)" ]
Mix Shader Mixing Bug Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.81 (sub 10) Worked: (optional) Mix Shader does not mix all the features of principled BSDF, There are two principled BSDF shaders being mixed. The Mix Shader is being used to switch for the second shader that contains some SSS. But, some features of the second shader seem to be lost during the mix. Like de SSS for example. Check the video or Try it by the the following simple blend file: [2019-09-25 12-59-44.mkv](2019-09-25_12-59-44.mkv) [MixShaderBug.blend](MixShaderBug.blend)
[ "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)", "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", "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", "Sequencer: transforming strips with overwrite enabled sometimes shuffles\nThe overwrite option sometimes shuffles the strips.\n\nWith `838b6ec48af6fb767089784193d8525c5f5faf13` (current master), and the attached file, the following error can be observed.\n\n- `G` key.\n- Type in `654`.\n- Press Enter to confirm.\n\n... if this doesn't shuffle the strips (so one strip is placed above the others), press Ctrl-Z and repeat the steps above.\n\n[sequencer_overwrite_sometimes_shuffles.blend](sequencer_overwrite_sometimes_shuffles.blend)\n\n", "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", "Cycles: principled BSDF volume scattering\nThe idea is to add another \"subsurface scattering\" method, to specify the inside of the object.\n\nThe parameters for SSS are designed to specify an average color at the surface, and then absorption and scattering parameters are derived from that. Such parameters make less sense for thinner volumes, like absorption and scattering inside glass, ice or ocean water. Further, SSS uses a diffuse BSDF at the entry point which is not suitable for such effects.\n\nThe parameters for this would be similar to principled volume, likely:\n* Density\n* Scattering Color\n* Absorption Color\n* Anisotropy\n\nThe scattering implementation could be shared with random walk, for efficient handling of many scattering events. However this does mean no handling of internal objects, so potentially there could be an option for both, or some automatic optimization to handle both cases efficiently.\n\nFor handling refraction the entry point, in general this is tricky as there will be volume caustics with a glossy refraction. A possibility would be to make the surface transparent and ignore any refraction, or to use some blurring through filter glossy.", "volumes behind transmission are lost when building the combined image from individual passes. The volume data is not added to the transmission pass, and is not in it's own pass due to it being obscured by the transmission\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nvolumes behind transmission are lost when building the combined image from individual passes. The volume data is not added to the transmission pass, and is not in it's own pass due to it being obscured by the transmission\n\nimage pass:\n![image.png](image.png)\n\ncombined image rebuilt from passes:\n![image.png](image.png)\n\nOpen the below file, go to the compositor and press f12. Compare the image pass to the result of the passes being combined.\n[transmission pass bug.blend](transmission_pass_bug.blend)\n\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![Blender workspaces bug.png](Blender_workspaces_bug.png)\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", "\"Illegal address in CUDA queue\" error occurs when I use both Principled BSDF and Adaptive Subdivision\nOperating system: Windows 11 Pro 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\n-**\"Illegal address in CUDA queue\"** error occurs when I activate both Principled BSDF and Adaptive Subdivision at the same time.\n-It would work fine if I don't use both at the same time.\n-Here are the possibilities of the error occurring when I use different settings:\n1. Principled BSDF + Adaptive Subdivision = **error**\n2. Texture Coordinate surface + Adaptive Subdivision = **no error**\n3. Principled BSDF + NO Adaptive Subdivision = **no error**\n\n-I can use a high poly count without Adaptive Subdivision *(e.g. Level viewport = 7)*, works fine. But as soon as I turn it on *(even with low poly count, e.g. Dicing scale = 1)* combined with Principled BSDF, the error occurs.\n\nIn the file I sent, I've already activated Principled BSDF + Adaptive Subdivision, you need to turn on the \"Rendered Viewport Shading\" and then slide the Scale parameter of the Noise Texture very quickly and the error should occur.\n", "Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n![2018-09-01_16-30-18.png](2018-09-01_16-30-18.png)\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n![blender_2018-09-01_16-30-03.png](blender_2018-09-01_16-30-03.png)\n\n![blender_2018-09-01_16-30-55.png](blender_2018-09-01_16-30-55.png)\n[untitled.blend](untitled.blend)\n", "creating custom (combined ) texture brush is not visually updated in texture brush tab\nWin 10 \nIntel i5\namd radeon \n\nblender 2.8 \n8996e26116f0\n\nGo into the texture for the brush settings and enable ''úse nodes'' \nGive the new texture brush a name \nMix two textures together , the output result is not reflected in the text.brush tabe\nThis was not the case wiith blender 2.7 \n\n![texture brush.jpg](texture_brush.jpg)\n![texture brush 2.jpg](texture_brush_2.jpg)\n\nAlso , when rotating the brush (ctr-F) ,the alpha overlay of the brush texture is nor", "shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "Alpha bug on Principaled BSDF with GPU\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.92\n\nBroken: version: 3.2.1\n\nDecreasing alpha makes material black in the Principaled BSDF shader when using GPU compared to CPU \n\n\n\n - Decrease \"Alpha\" on the Principaled BSDF shader\n - Change to device to either \"GPU Compute\" or \"CPU\" \n - Adjust alpha value to discern difference if not apparent when switching Device property\n\n\n**Notes**\nCPU appears to work correctly with this value, it's only on GPU on my machine that causes alpha to make the material black. Bug appears in rendered images too and not just viewport, and is present in both CUDA and Optix. \n\nMake my alpha 0% if duplicate.\n\n[Blender GPU Alpha Bug.blend](Blender_GPU_Alpha_Bug.blend)", "Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n" ]
[ "Mix Shader bug\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 13)\nWorked: (optional)\n\nMix Shader don't work correct. Render Eevee.\n![image.png](image.png)\n![image.png](image.png)" ]
Frame node not working in alpha build Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.2 27.20.2001.16003 Broken: version: 2.91.0 Alpha when trying to add a frame node the background of the shader/composting workspace turns grey but the frame node does not show up. open a new blender (alpha) session then go to shader/composting workspace and add a frame node. tested in beta build and it works fine
[ "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)", "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)", "bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)", "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.", "Viewer Node does not initialize from within Compositor node group\nOperating system: Windows 10 x64\nGraphics card: RTX 8000\n\nBroken: 10/26/2022 build\n\n\nViewer node does not work if used for the very first time inside a compositor node group. Once the user goes back to the top level composite and connects a Viewer Node, it works, and then updates normally when going back into node groups.\n\n**Reproduce from a file**\n\n[viewerNodeNotWorkingInNodeGroup.blend](viewerNodeNotWorkingInNodeGroup.blend)\n\n- Add a viewer node for the Image node output.\n- Notice how the backdrop and the Viewer image doesn't get initialize with the viewer content.\n- Go back to the top level node tree and add a viewer node.\n- Notice how the viewer is initialized.\n- Go back inside the node group.\n- Notice how it updates correctly, so it is only for the first time.\n\n**Reproduce from scratch**\n - New General file\n - Hit 0 and F12 to render one frame of the default cube\n - Change to Composite tab\n - Change top view to Image Editor\n - Pick dropdown and select Viewer Node\n - In compositor panel Shift-A to add a greenscreen image\n - Shift-A to add a Keyer node\n - PIck a green color to key it\n - Add Scale node, set to Fit and Render Size\n - Connect Keyer Image output to Scale node\n - Add Alpha Over node. Connect Render Layers to Alpha Over Background input and Scale node to Foreground input\n - Select Image, Keying, Scale, and Alpha Over nodes. \n - Ctrl-G to Group\n - Make sure Node Wrangler is enabled.\n - Inside the group. select the Image node.\n - Ctrl-Shift-LMB to add a Viewer and connect it\n - Note that Viewer Node display in Image Editor does not update.\n - Press Tab to go up one level.\n - Highlight Render Layers and press Ctrl-Shift-LMB. Now render layer is shown in Viewer Node.\n - Highlight Node Group and press Tab to go in.\n - Now image viewer is working and active.\n\n", "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\">", "Inharitance for `ShaderNodeCustomGroup` is broken\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen a custom node class is inherited from a base class, it breaks the base clas.\n\n```\nclass MyNodeBase(bpy.types.ShaderNodeCustomGroup):\n ... \n\nclass FooNode(MyNodeBase):\n bl_idname=\"my.foo\"\n bl_label = \"foo\"\n\nclass BarNode(MyNodeBase):\n # this get broken if any derved class exists\n bl_idname=\"my.bar\"\n bl_label = \"bar\"\n\nclass BazNode(BarNode):\n # this works but breakes BarNode\n bl_idname=\"my.baz\"\n bl_label = \"baz\"\n\n```\n\nAttempt of creating `BarNode` results in:\n\n```\nWARN (bpy.rna): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/python/intern/bpy_rna.c:8164 bpy_class_call: unable to get Python class for RNA struct 'my.bar'\nTraceback (most recent call last):\n File \"/home/qmax/Heap/3d/test.blend/nodes.py\", line 23, in execute\nRuntimeError: Error: Cannot add node of type my.bar to node tree 'Shader Nodetree'\n```\n\n\n\n - open attached file and execute packed nodes.py\n - call operator 'add bar' in shader editor\n\n[test.blend](test.blend)\n\n**Workaround**\n\nRegister classes in reverse order: derived first, then base.\n\n```\nclasses = (BazNode, BarNode, FooNode)\n\nfor c in classes:\n bpy.utils.register_class(c)\n```\n", "Use after Free (according to asan) while baking.\nOperating system: Linux-5.4.0-90-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.82.00\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:Don't know\n\nWhen pressing 'bake' in the attached (simple) blend file blender crashes when compiled with address sanitizer. Strangely only when in the UV-editor workspace, and not in the shading workspace.\n\n\n- build blender in debugmode with developer options\n- open the attached .blend\n- press bake\n\n\n[printuvs.blend](printuvs.blend)\n\nOr else from default startup:\n- build blender in debugmode with developer options\n- add a noise texture + colorramp to the base color input of the default material\n- add an image texture (sized 128x128) to the material and make it active\n- switch to uv editor workspace\n- switch renderer to cycles\n- open bake tab, choose diffuse bake\n- press bake\n\nASAN output:\n```\n\n==30632==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000566c90 at pc 0x000006232e48 bp 0x7fff79d57550 sp 0x7fff79d57540\nREAD of size 4 at 0x613000566c90 thread T0\n - 0 0x6232e47 in paint_object_is_rendered_transparent /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52\n - 1 0x62333f5 in OVERLAY_paint_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:75\n - 2 0x61e20f1 in OVERLAY_engine_init /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_engine.c:138\n - 3 0x60336a7 in drw_engines_init /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1037\n - 4 0x60394be in DRW_draw_render_loop_ex /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1641\n - 5 0x6038abd in DRW_draw_view /home/martijn/progs/blender-git/blender/source/blender/draw/intern/draw_manager.c:1571\n - 6 0xadf0436 in view3d_draw_view /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1573\n - 7 0xadf05bf in view3d_main_region_draw /home/martijn/progs/blender-git/blender/source/blender/editors/space_view3d/view3d_draw.c:1595\n - 8 0x7f2353c in ED_region_do_draw /home/martijn/progs/blender-git/blender/source/blender/editors/screen/area.c:564\n - 9 0x53d6339 in wm_draw_window_offscreen /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:730\n - 10 0x53d7569 in wm_draw_window /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:880\n - 11 0x53d89d8 in wm_draw_update /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_draw.c:1081\n - 12 0x53c5120 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:658\n - 13 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n - 14 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n - 15 0x34c35bd in _start (/mnt/fast/martijn/progs/blender-git/build_linux_debug/bin/blender+0x34c35bd)\n\n0x613000566c90 is located 208 bytes inside of 360-byte region [0x613000566bc0,0x613000566d28)\nfreed by thread T20 here:\n - 0 0x7f41af9ef1c7 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:123\n - 1 0x1bb10832 in MEM_lockfree_freeN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:130\n - 2 0x5f86383 in blender::deg::IDNode::destroy() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:143\n - 3 0x5e21387 in clear_id_nodes_conditional<blender::deg::Depsgraph::clear_id_nodes()::<lambda(ID_Type)> > /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:162\n - 4 0x5e1e4c0 in blender::deg::Depsgraph::clear_id_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:173\n - 5 0x5e1cdf8 in blender::deg::Depsgraph::~Depsgraph() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:89\n - 6 0x5e20080 in DEG_graph_free /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:325\n - 7 0x9ca04e1 in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1608\n - 8 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 9 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 10 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 11 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread T20 here:\n - 0 0x7f41af9ef6f7 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1bb10f20 in MEM_lockfree_callocN /home/martijn/progs/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:236\n - 2 0x370cccf in BKE_libblock_alloc_notest /home/martijn/progs/blender-git/blender/source/blender/blenkernel/intern/lib_id.c:1095\n - 3 0x5f84eff in blender::deg::IDNode::init_copy_on_write(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/node/deg_node_id.cc:114\n - 4 0x5e1e02c in blender::deg::Depsgraph::add_id_node(ID*, ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph.cc:127\n - 5 0x5fa14e5 in blender::deg::DepsgraphNodeBuilder::add_id_node(ID*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:178\n - 6 0x5fcd141 in blender::deg::DepsgraphNodeBuilder::build_material(Material*) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1797\n - 7 0x5fcdee5 in blender::deg::DepsgraphNodeBuilder::build_materials(Material**, int) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:1819\n - 8 0x5fb47b3 in blender::deg::DepsgraphNodeBuilder::build_object_data(Object*, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:941\n - 9 0x5fb0010 in blender::deg::DepsgraphNodeBuilder::build_object(int, Object*, blender::deg::eDepsNode_LinkedState_Type, bool) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc:787\n - 10 0x601516d in blender::deg::DepsgraphNodeBuilder::build_view_layer(Scene*, ViewLayer*, blender::deg::eDepsNode_LinkedState_Type) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/deg_builder_nodes_view_layer.cc:117\n - 11 0x5f19f8e in blender::deg::ViewLayerBuilderPipeline::build_nodes(blender::deg::DepsgraphNodeBuilder&) /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline_view_layer.cc:35\n - 12 0x5f06808 in blender::deg::AbstractBuilderPipeline::build_step_nodes() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:72\n - 13 0x5f058af in blender::deg::AbstractBuilderPipeline::build() /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/builder/pipeline.cc:51\n - 14 0x5e2ff1d in DEG_graph_build_from_view_layer /home/martijn/progs/blender-git/blender/source/blender/depsgraph/intern/depsgraph_build.cc:259\n - 15 0x9c9c19e in bake /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1236\n - 16 0x9ca3d40 in bake_startjob /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1775\n - 17 0x5461946 in do_job_thread /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:393\n - 18 0x1bae287e in tslot_thread_start /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7f41af920608 in start_thread /build/glibc-YbNSs7/glibc-2.31/nptl/pthread_create.c:477\n\nThread T20 created by T0 here:\n - 0 0x7f41af996a65 in __interceptor_pthread_create ../../../../src/libsanitizer/asan/asan_interceptors.cpp:216\n - 1 0x1bae2aa8 in BLI_threadpool_insert /home/martijn/progs/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x546296a in WM_jobs_start /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:488\n - 3 0x9ca69f8 in bake_invoke /home/martijn/progs/blender-git/blender/source/blender/editors/object/object_bake_api.c:1938\n - 4 0x53e6d36 in wm_operator_invoke /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1347\n - 5 0x53e8c9e in wm_operator_call_internal /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1554\n - 6 0x53e8ef9 in WM_operator_name_call_ptr /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1602\n - 7 0x53ea323 in WM_operator_name_call_ptr_with_depends_on_cursor /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1790\n - 8 0xa4d665e in ui_apply_but_funcs_after /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:1030\n - 9 0xa565bfd in ui_handler_region_menu /home/martijn/progs/blender-git/blender/source/blender/editors/interface/interface_handlers.c:11435\n - 10 0x53e0497 in wm_handler_ui_call /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:690\n - 11 0x53f88dc in wm_handlers_do_intern /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3052\n - 12 0x53f99d3 in wm_handlers_do /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3166\n - 13 0x53ffb0e in wm_event_do_handlers /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3656\n - 14 0x53c5108 in WM_main /home/martijn/progs/blender-git/blender/source/blender/windowmanager/intern/wm.c:652\n - 15 0x34c4239 in main /home/martijn/progs/blender-git/blender/source/creator/creator.c:558\n #16 0x7f41af1ae0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/martijn/progs/blender-git/blender/source/blender/draw/engines/overlay/overlay_paint.c:52 in paint_object_is_rendered_transparent\nShadow bytes around the buggy address:\n 0x0c26800a4d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4d70: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c26800a4d80: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n=>0x0c26800a4d90: fd fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4da0: fd fd fd fd fd fa fa fa fa fa fa fa fa fa fa fa\n 0x0c26800a4db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dc0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c26800a4de0: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==30632==ABORTING\n```\n\n\n", "GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n![from_further_away.PNG](from_further_away.PNG)\n\n![close_up.PNG](close_up.PNG)\n\n![render.png](render.png)\n\n[bug_alpha.blend](bug_alpha.blend)", "Blender (silently) fails when importing Sketchup Collada File\nMid-2014 MacBook Pro with Intel Iris Pro 1536 MB Graphics\n\nBroken: Version 2.79 (2.79 2017-09-11, Blender Foundation)\n\nTried to import a .dae file downloaded from Sketchup, and nothing happened after selecting the file from the Import dialog.\n\n\n\n - Went to K-5299-RA-Highline-Classic-10-gpf-Comfort-Height-two-piece-elongated-toilet-with-Class-Five-flush-technology-and-right-hand-trip-lever \n - Downloaded the Collada File from the page; also uploaded here: [model.dae](model.dae) \n - Opened blender from the command line\n - Selected menu: File > Import > Collada (Default) (.dae)\n - Selected the model.dae in the dialog. The dialog closed, but see an empty scene still. I expected to see an error or something if it couldn't import it.\n\nOn the command line, I see the following:\n\n```\nRead prefs: /Users/myuser/Library/Application Support/Blender/2.79/config/userpref.blend\nColor management: display \"sRGB\" used by scene not found, setting to default (\"sRGB / BT.709\").\nColor management: scene view \"Default\" not found, setting default \"sRGB EOTF\".\nColor management: sequencer colorspace \"sRGB\" not found, will use default instead.\nfound bundled python: /Applications/blender.app/Contents/Resources/2.79/python\ndrop file /Users/myuser/Downloads/model.dae\nWriting node id='ID4', name='skpC9F6'\nWriting node id='ID5', name='instance_1'\nCannot find object for node referenced by <instance_node name=\"\">.\nWriting node id='ID6', name='_5299-RA'\nWriting node id='', name='SketchUp'\nWriting node id='', name='skp_camera_Last_Saved_SketchUp_View'\nWriting node id='ID3', name='instance_0'\ncreate <instance_node> under node id=ID3 from node id=ID4\ngot 25 library nodes to free\n```\n\nThe line `Cannot find object for node referenced by <instance_node name=\"\">.` being output does make me wonder if something is going wrong. However, I can see the file OK in a https:*threejs.org/ based Collada viewer (and the associated https:*threejs.org/examples/js/loaders/ColladaLoader.js )\n\n![threejs-colladaloader.png](threejs-colladaloader.png)\n\nHas anyone else seen this problem in 2.79b?\n\n", "problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n", "Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)", "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "Bake artifacts with multimaterial in object\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\nThen i try bake Ambient Occlusion in object with 2 or more assigned materials, Ambient Occlusiun bakes grey or black squares\n![2020-02-19_20-30-55.png](2020-02-19_20-30-55.png)\n\n- Open attached file and bake ambient occlusion.\n[Bake_Test.blend](Bake_Test.blend)\n\n", "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 Frame in Node Editors (Simulation Particle and Material Node)\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.08\n\nBroken: version: 2.91.0 Alpha\n\n**Node Frame in Simulation Editor and Shader Editor is broken.**\nThis is the first time, I report a bug if I did something wrong, sorry my bad :( .\n\nI built Blender from source. To make sure It not only on my build I downloaded on the page too and the same thing happen (the website build hash is `396d39c6b904`). I also reset my startup file.\nSomesort of rendering error. I can't change its color and I try to zoom in and out its disappear and reappear on Shader Editor (also change the Sidebar size) , but Simulation Editor this doesn't.\n\nThis bug have been happening for about 3 or 4 days now. I remember last week I can still organize nodes using Frame. \n\nHere are some images.\n![image.png](image.png)\n![image.png](image.png)\nShader Editor : Add (Shift + A) > Layout > Frame\nStimulation Editor : Add (Shift + A) > Layout > Frame \n", "Node Editor: Add Frame turns background gray\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 440.100\n\nBroken: version: 2.91.0 Alpha\nBisect: Caused by f18e537451\nWorked: 2.90 hash `efa4ae17f0`\n\nGo to node editor, Add -> Layout -> Frame.\nBackground of node editor turns gray, frame does not render at all. ![image.png](image.png)\n\n" ]
Sculpt Trim tools don't work properly on objects with edited transforms. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.91.0 Alpha If you try to use Trim tools in sculpt mode and your objects location/rotation is not 0,0,0 and scale 1,1,1 it will not work properly. It will cut in wrong place for example or cut empty space where no vertices are. ![obraz.png](obraz.png) ![obraz.png](obraz.png) - Enable experimental feature `"Tools with Missing Icons"` - Translate default Cube a bit. - Go to sculpt mode - Use Box Trim on default Cube. - Try with other transforms like rotate and repeat step 1.
[ "[Sculpt Mode] Remesh - Fix Poles problem.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 1)\nBroken: version: 2.81 (sub 16)\n\n\nIf i apply a remesh to an objecto with \"Fix Poles\" activated, this generate extra vertex's, This happen more with extracted objects with \"Mask Extract\" i think, this is very random and i don't have idea if's normal.\n\n\nAdd an sphere >> Apply a remesh to the sphere for more details >> Create a mask for extract >> Extract mask >> to the new object extracted clear the mask >> Apply another remesh with \"Fix Poles\" On >> select the Smooth brush with the strength 1.000 >> Smooth all. \n\nVideo Example 1: [Fix Poles - ON (Problem)](u3xa8YrCcQo)\nVideo Example 2: [Fix Poles - OFF (No problem)](agZ6T4l92lA)\nVideo Example 3: [Test with an sphere](HPw87j2bews)\n\n", "Sculpt Mode TODO tasks\nThis task keeps a list of approved tasks related to Sculpt Mode that can be considered as TODOs or missing functionality in the current design.\n\n**Gesture tools**\n\n - Make Hide Box tool use the new sculpt API and gesture operator\n - Face Set Line Gesture\n - Color Fill Gestures\n - Line Trim Gesture\n - Normal Orientation for trimming tools\n - Poly line gestures\n - Mask Gradient Gesture tools\n - Lasso, Line and Poly line hide tools\n\n\n\n**Sculpt Vertex Colors**\n\n - Sculpt vertex colors gradient Tool\n - Combined Color Coords Undo step\n - Pick Sculpt Vertex Color from other object with the sample color operator\n\n\n**Transform tool**\n\n - Transform Tools TODO: #80392\n\n\n\n**Brush tools**\n\n - Expose minimum size and size pressure smoothness for all brushes\n - Implement area normal/center stabilizer \n - Make Grab active vertex grab from original coordinates instead of PBVH deformed coordinates\n - Pinch perpendicular mode for crease\n\n\n\n**Viewport**\n\n - Update matcaps to include a separate specular pass\n - Render Face Sets as contour lines\n\n\n\n**Elastic Deform**\n\n - Pinch elastic deform mode\n - Multi scale twist-scale-pinch for elastic deform\n\n\n\n**Filter tools**\n\n - Support textures in mesh filter\n - Unify filter strength with brush strength \n\n\n\n**Cloth Sculpting**\n\n - Expose solver properties as Sculpt properties (iterations, delta...)\n - Make use collisions options global\n - Implement SDF collisions\n - Implement collisions plasticity\n - Elastic Deform cloth brush\n - Support cloth deformation target with dynamic area in all brushes\n - Support cloth deformation target for the transform tool\n\n\n\n**Boundary brush**\n\n - Split the internal and boundary falloff into two different falloff\n - Let boundary falloff offset be smaller than 1\n\n\n\n**Sculpt Mode options**\n\n - Store radial and tiling symmetry in meshes\n - Enable \"Delay Viewport Updates\" by default\n - Add a separate property to meshes to store if they should use flat/smooth shading in sculpt mode, without modifying their normals\n\n\n\n**Multires**\n\n - Multires Delete Lower\n - Multires refit/rebase\n - Key map changes to support switching up/down subdivisions\n - Hide remeshers and Dyntopo when multires is active\n - Preview the current/total number of subdivisions in the viewport\n - Optimize Unsubdivide dissolve operation when creating the base mesh\n\n\n", "Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n![move 3d cursor.gif](move_3d_cursor.gif)\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.", "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).", "Sculpt Trim tools are very slow\nOperating system: macOS Mojave 10.14.6 \nGraphics card:\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25) & Version 2.92.0 (2.92.0 2020-12-27)\nWorked: n/a\n\n\nUsing Box Trim is very slow. If you use the tool and then switch to another program like a web browser before the task is done, Blender becomes unresponsive and you have to force quit it.\n\nSee video of the slowness.\n\n[boxtrim.mov](boxtrim.mov)", "Collection linking + library override doesn't allow to transform object inside\nBroken: version: 3.6.0\n\n![screenshot.jpg](attachment)\nLinking this collection and then creating a Library Override on it doesn't allow to move the \"Gear\" object inside such collection.\n\n- Download [Test.blend](attachment)\n- Open Blender and link the collection \"Collection\" from Test.blend\n- In the Outliner right click on the imported collection and do Library Override > Make > Selected and Content\n\n", "Sculpt Mode: Add exisiting Tools as Menu Operators\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\nPrevious limitations on using the Adjust Last Operation panel are being lifted, and fixing #99607 is being prioritized.\nThis will make it possible to add many active tools in the toolbar to the header menus as operators.\nThis has the following advantages:\n\n- Support the existing \"Operate → Settings\" paradigm\n- Many operators could be combined for simplicity\n- Easier to use various tools as one time operations instead of making them active\n- Easier to use filters via shortcuts and quick favorites.\n- Redo panel interactions for very high res meshes (Better with slow performance)\n- Simpler than implementing #97959. That can come after then.\n\n## Needed Operators\n\nThis is based on operators that currently only exist as active tools, or are not properly exposed at all yet.\nMany operators are depending on the cursor position. This feature should be used heavily: da2ba40268\n\nInitially or later on some operators can be combined into a single operator and accordingly renamed.\nThe first step is to add the existing operations as they are to the menus.\nThere are also still some open questions for some operators but these can be resolved during testing and review.\n\n### Sculpt\n\n##### Transform Tools\n- Move\n- Rotate\n- Scale\n- Sphere (From Mesh Filter)\n\n##### Trim Tools\n- Box Trim *(Trim Mode =\"Difference\")*\n- Lasso Trim *(Trim Mode =\"Difference\")*\n- Box Add (*Trim Mode =\"Join\")*\n- Lasso Add *(Trim Mode =\"Join\")*\n\n##### Project Tools\n- Line Project\n\n##### Mesh Filter Tool\n- Smooth\n- Surface Smooth\n- ~~Scale~~\n- Inflate\n- Random\n- Relax Topology\n- Relax Face Set Boundaries\n- Sharpen\n- Enhance Details\n- Erase Displacement *(Grayed out if if no Multires)*\n\n### Mask\n\n- Mask by Color\n\n### Face Sets\n\n##### Face Set Edit Tool\n\n- Fair Positions\n- Fair Tangency\n- Delete Face Set\n\n##### Other\n\n- Box Face Set\n- Lasso Face Set\n\n### Paint\n\n##### Color Filter Tool\n- ~~Fill Color~~ (Part of #99769)\n- Blur (Smooth color filter type)\n- Hue/Saturation/Value (Should be combined into one operator)\n- Brightness/Contrast (Should be combined into one operator)\n- Red/Green/Blue (Should be combined into one operator)\n\n##### Other\n\n- Expand Color by Topology (`sculpt.expand` with target data set to `Color`)\n\n## Layout\n\nThis is how the operators could be arranged. \n\n![image.png](image.png)\n\n\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png)\n| -- | -- | -- | -- |\n", "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "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)", "Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\n\n", "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)", "Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.", "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", "EEVEE motion blur doesn't work on objects with loose geometry\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3080, 3090\n\nBroken: 2.93.6\nWorked: never\n\nEevee motion blur doesn't work on skinned to an armature objects with vertices or edges that not owned by any face.\n\n1. Create a cube and an armature\n2. Skin the cube to the armature by an Armature modifier and painting weight\n3. Animate bone\n4. Turn on motion blur en EEVEE.\n5. Duplicate a single vertex or extrude it\n6 Render.\n\nAll these steps was done in the attatched file, you can just render it. [motion_blur_bug.blend](motion_blur_bug.blend)" ]
[ "Sculpt: Box/Lasso Tools doesn't work when the object is far from the world origin\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.138\n\nBroken: version: 2.91.0 Alpha\n\nSculpt Box/Lasso Tools fails to trim when the an object is far from the world origin. If the object is closer the trim works but with random/unexpected results. If the object is at the center of the world origin, the tool works as expected.\n\n1. Move the default cube a few units from the world origin.\n2. Enter Sculpt Mode.\n3. Use box/lasso trim gesture tools.\n" ]
Wrong result with alpha for Principled BSDF base color When using png texture with transparency for shading the images are repeated on all sides{[F5765032](system-info.txt)} os: windows 10 Blender 2.8 daily build 2018-11-30 Hash 4c31bed6b46
[ "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.", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "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", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n", "Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n![bild.png](bild.png)", "Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n![image.png](image.png)\n\n - This is the node setup to generate the texture : ![image.png](image.png)\nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n![image.png](image.png)\n\n\n - Use the \"Material Output\" nodes to view the differences : \n![image.png](image.png)\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes.", "Baking vertex colors does not respect alpha with \"Diffuse\" selected but respects alpha with \"Direct + Indirect\" also selected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\nI believe this is a bug: when baking vertex colors, the alpha channel is included ONLY if \"Direct + Indirect + Color\" are all enabled, but then lighting gets baked in as well which is often not intended.\nThis leads to the situation that It doesn't look like there's a way right now to bake just color + alpha to a Color Attribute with alpha channel.\n\n- open the attached blend file: [BugDiffuseAlphaVertexBake.blend](BugDiffuseAlphaVertexBake.blend)\n- select the Cube\n- switch viewport to Eevee\n- make sure Render Engine is set to Cycles so things can be baked\n- in the Bake tab, click \"Bake\" with Bake Type=Diffuse and Contributions=[Color]\n- note the result doesn't have an alpha channel in vertex colors, it's just black\n![image.png](image.png)\n- now, enable \"Direct\" + \"Indirect\" and Bake again\n- note the result has aloha channel BUT now looks incorrect as only diffuse was intended to be baked...\n![image.png](image.png)\n\n- also note that neither \"Color + Direct\" nor \"Color + Indirect\" result in an alpha channel\n- both \"Direct\" only and \"Indirect\" only result in alpha channels but then the color can't be baked.", "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.", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "Diffuse color pass - faded color due to Principled BSDF sheen\nOperating system: Windows 8\nGraphics card: NVIDIA GeForce RTX 2070 SUPER\n\n\t\nBroken: 2.83.15\nWorked: No\n\nWhen we render a material with sheen in it more the value more color comes faded in Diffuse color pass.![Sheen 1.png](Sheen_1.png)\n\n![Sheen 0.png](Sheen_0.png)\n\n- Apply Principled BSDF shader on a object with sheen value 1.\n- In View Layer Passes select Diffuse color.\n- Render the image & color is very fade in Diffuse Color pass due to sheen value.\n", "Cycles Hair Shadow Repetition with Transparent BSDF\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce 9600 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 3.1.0 Alpha\nWorked: versions prior to 3.0\n\nHair particles cast a repeated shadow pattern when using a Transparent BSDF node. The number of repetitions appears related to the number of strand steps. Furthermore, changing the transparency has no effect on the shadows.\n\nExpected results (Blender 2.9.3 and earlier):\n![Hair Shadows Blender 2.93.jpg](Hair_Shadows_Blender_2.93.jpg)\n\nUnexpected results (Blender 3.x):\n![Hair Shadows Blender 3.x Viewport.png](Hair_Shadows_Blender_3.x_Viewport.png)\n\n\n\n\n - Load example file [Transparent Hair Shadows.blend](Transparent_Hair_Shadows.blend)\n - Render viewport and observe the stepped shadows (note that the shadows only render in the viewport, as per this separate report T94136).\n - Change the Viewport Display Strand Steps and note the change in repetitions. Values higher than 3 produce no shadows at all.\n - Change the hair material's ColorRamp gradient and note that the shadows remain unchanged\n\n\n\nA use case for transparent hair is to dissolve the hair root with a gradient to soften the hard edge, creating the impression of it being embedded in translucent skin.\n\n", "Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n" ]
[ "Principled BSDF base color alpha value is not reflected in viewport with alpha blend\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nWhen using the `Principled BSDF` shader with a `Base Color` `Alpha` value less than `1.0`, in conjunction with setting the material's `Blend Mode` to `Alpha Blend`, the `Alpha` value is not reflected in the viewport. It seems to display at a fixed semi-transparent value, regardless of what is set.\n\nThe `Alpha` is set to `0.010`, which is almost wholly transparent:\n![image.png](image.png)\n\nThis is what shows in viewport:\n![image.png](image.png)\n\nNote that the cube shows at approximately `0.5` alpha (gauged by eye), regardless of set value, and that the plane is not at all visible through the cube.\n\nAs it is now, this is the workflow for exporting transparency to `glTF`, so I believe it to be considerably important to be able to preview the transparency based on its value before exporting.\n\n\n\n - Add a cube or any mesh\n - Add default material using `Principled BSDF` shader\n - Set `Base Color` and set `Alpha` to less than `1.0`\n - Set material's `Blend Mode` to `Alpha Blend`\n - Adjust `Base Color` `Alpha` value and see no adjustments in viewport\n\n\n**Blend file**\n[AlphaBlendIssue.blend](AlphaBlendIssue.blend)\n\n\n\n", "Alpha Channel of Base Color in PBSDF Shader shows strange behavior\nBroken: master\n\n\nSetting an Alpha value for the Base Color of the PBSDF Shader results in strange behavior in eevee and is fully ignored in Cycles\n\n\n - Open this blendfile: [color_with_alpha_issue.blend](color_with_alpha_issue.blend)\n - The front left plane has base color with alpha=0.5 and Shader Alpha Value=1.0\n - The front right plane has base color with alpha=1.0 and Shader Alpha Value = 0.5\n\nI would expect that both planes show similar behavior, but it appears to me as if:\n\n- in Cycles the Base color alpha is completely ignored in the viewport\n- in eevee the Base color alpha results in strange effects in the viewport\n- rendering with eevee and cycles both fully ignore the base color alpha channel\n\nAlso it seems like once you have added alpha to the Base color, the object continues to look strange even when you set the Base node alpha back to 1.0. You can see the strange viewport display best with the 2 cubes in the back. It appears to me like there is a normals issue. But the normals seem OK.\n" ]
Particle system density factor doesn't adhere to vertex weight proximity modifier Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.4835 Broken: version: 2.82 (sub 6) Particle system density factor found under the Vertex Groups panel doesn't respond live to vertex groups alterations done by vertex weight proximity modifier. Strangely enough, it does respond when I turn off and back on the viewport visibility of any of the modifiers related to the mentioned problem. Need to mention that assigning the modified vertex group to any other parameter in the vertex group panel WILL NOT replicate the problem, and any change occurring to the vertex group will be reflected immediately in the viewport. Its a problem specifically with density evaluation. Move the circle hovering above the plane in X and Y axis only. Ideally, the pile of boxes should move as the circle is moving. after altering the circle's position, turn off and back on the visibility of the particle system (or that of vertex weight proximity modifier) in the modifier stack panel, and the distribution of the boxes on the plane should now be updated. The vertex group is basically assigned to all the vertices on the plane, and the proximity modifier reveals some of them based on geometry distance. BTW, this bug is VERY old: 592213 **Download Blend file:** [Altered Vgroups particle system problem.blend](Altered_Vgroups_particle_system_problem.blend)
[ "Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n", "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "Weight paint mode and vertex paint mode share the same brushes\nBroken: b8bb2bb960ac\n\nPretty much what the title says. When you adjust the settings of the Draw brush in the vertex paint mode the same changes apply to the weight paint mode. These are 2 separate modes with their own use cases and settings. They should not share their brushes.", "Mirror Vertex Group inherits the \"All Groups\" setting from Weight Paint mode > Weights > Mirror\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 536.99\n\nBroken: version: 3.6.2\nWorked: I am not sure, probably never\n\nMirror Vertex Group (1) function (from Data tab, Vertex Groups menu) seems to inherit settings from Weight Paint mode, Weights menu, Mirror (2) function. I'll call them (1) and (2) for short.\n![image](attachment)\n\n(1) is supposed to mirror a single vertex group (the one selected in the Vertex Groups sub-panel).\nBut if I use (2) and give it the \"All Groups\" option, then the next time I try to use (1) it mirrors all vertex groups instead of just the selected one.\n\nI don't believe that this is intentional. (1) does not provide any settings so it can be very confusing when its default functionality changes with no way to control it.\n\nLet me know if a test file is necessary.\n\n", "Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n", "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n", "Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n![image.png](image.png)\n**sphere:**\n![image.png](image.png)\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n![image.png](image.png)\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view ![image.png](image.png)\nthis is the render of the 81st frame ![image.png](image.png)\n\n[report.blend](report.blend)\n", "Geometry node don't expose materials to the solidify modifier\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060\n\nBroken: blender-3.1.0-beta+v31.93cc89247010\nWorked: 3.0.1\n\n\nWhen using a geometry node to generate a mesh, and then applying a solidify modifier to it, the materials are not properly exposed and not or wrongly assigned to the final mesh\n\n- create a plane\n- go in edit mode and delete all the mesh data\n- back in object mode, add geometry node modifier\n- add a Cylinder mesh primitive, and set its fill type to None\n- add a Join Geometry node and plug the Group Input Geometry socket and the Cylinder node Mesh socket into the Join node\n- plug the join node into the output\n- add 3 materials to the object and set different colors\n- add a solidify modifier and set material for offset and rim to indices 1 and 2\n\nThe resulting tube doesn't show any of the materials.\n\n- go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays the last material of the list on some parts, but this is still not it.\n\n- Instead of creating a cylinder in the geometry node tree, plug a Mesh circle primitive\nThen add a screw modifier to extrude it, after the geometry node modifier and before the solidify modifier\nSet its angle to 0° and Screw value to 1\n\nNow the resulting tube is only displaying the first material\n\n- Go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays all the materials properly.\n\nNote : it is not obvious, but it is mandatory to join the original geometry into the end result to get the materials correctly propagated to the output.\nMaybe this could be more clearly explained or simplified somehow.\n\nSample file here reproducing all cases mentionned above :\n[solidify_material_bug.zip](solidify_material_bug.zip)", "Hair particles missing viewport update after \"Rekey\"\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.79b\n\nHair particles missing update after \"Rekey\"\n\n[particle_hair_rekey_mssing_vieport_update.blend](particle_hair_rekey_mssing_vieport_update.blend)\n- open .blend (in particle editmode, 1 hair particle is selected)\n- run `Particle` > `Rekey` > `Number of Keys` : 50 > {key enter}\n- particle is not updated with 50 points\n- select an existing point\n- now particle shows with 50 keys\n\naware the old particle system is EOL, just posting bugs as a reference because I am looking into new curves editmode (where rekeying/resampling should also be implemented)", "Can't get vertex color in index layer of \"Particle Instance\" modifier\nOperating system: Mac OS ventura 13.1 \nGraphics card: Apple M1\n\n\nBroken: version: 3.5.1. 3.6.1\nWorked: 2.80.75\n\n\nI define a vertex color named \"test color\" in \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for a general plane mesh. Then I add a \"Particle Instance\" modifier for the mesh. In the \"layers\" section of the modifier, I want to assign the previous \"test color\" to the \"index\" field. However, I get an empty list prompted when tapping the field area. And I can't enter the name manually either.\n\n1. build a plane mesh\n2. Create a vertex color. \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for the plane\n3. Add a \"Particle Instance\" modifier for the plane\n4. Go to \"index\" field in \"layers\" section of the modifier.\n\n", "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", "Particles reset their position when using time stretching\nMinimal reproduction steps:\n- Add a particle system to the default cube and make it renderable.\n- Set the old time stretching setting to 20 and leave the new at 100.\n- Play the animation until frame 90 and render.\n- Find that the particles are sticking on the object as opposed to their correct position in the viewport.\n- Render again. They now have their correct position.\n- Play another 5 frames.\n- Render again, they are now sticking to the object again.\n\n[timeStretchingBadRender.blend](timeStretchingBadRender.blend)\n\n**Original Report**\n\nHello,\n\ni am using blender-3.1.0-linux-x64 and working on particles with time stretching but the viewport display is correct.\n\nattached is the blend file. [experiment with text.blend](experiment_with_text.blend) \n\nproblem seen in cpu/gpu/cycles/evee.\n\nregards,\nYaju" ]
[ "Unexpected result for object with Hair\nOperating system:Win 7,Win 10\nGraphics card: 1070\n\nBroken: 2.92 release,2.93(24 march)\n\nUnexpected result for object with Hair.Hair not change density area from calculated vertex group via Vertex Proximity modifier\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nPlane with hair applyied\nAnd box as Target for Vertex Proximity modifier on Plane \n\n1 If box is moving density does not changes (plane does not move)\n2 if plane is moving density does not changes too (box does not move)\n3 For plane with Hair- Regrow and Use modifier stack - options are checked on\n4 If change from Object mode to Edit mode for plane dencity will calculated correctly\n\n![001.jpg](001.jpg)\n\n[Test.blend](Test.blend)\n\nExpected behavior is that hair will change density in box area during animation\nIt happens only in one case if in viewport drag plane with hair by mouse \nTested on 2.92 and 2.93\n\n" ]
Ocean Modifier + Dynamic Paint Crash Operating system: macOS Sierra 10.12.6 Graphics card: AMD FirePro [D500](D500) 3072 MB Broken: 2.80 (2.80 2018-11-28, Blender Foundation) Worked: (optional) Attempted to use dynamic paint with the ocean modifier to simulate an object passing through water. I essentially followed these tutorials respectively: https:*www.youtube.com/watch?v=XvKQrXMypsM , https:*www.youtube.com/watch?v=smArCTzxGpE The crash occurs after I've constrained the object to a float plane (using shrinkwrap), and proceeded to apply dynamic paint properties to the ocean (as canvas) and the object (as brush), in this case a sphere. It crashes at different stages of this process but usually does so when I attempt to tweak settings in one of the dynamic paint objects. For example it just crashed on me when I tried to activate antialiasing on the canvas. I have mainly worked in Evee, however I have experienced trouble in Cycles as well. Further more, dynamic paint has trouble painting deformations correctly in animation tests. I think it may be due to cache errors, but I haven't figured out how to clear or reset cache yet. It may be worth noting I have not applied any modifiers to any objects yet. Here is my Apple crash report: [T58257_Apple_crash_report](T58257_Apple_crash_report) Based on the default startup or an attached .blend file (as simple as possible). [Displacement_Practice_v03_AV.blend](Displacement_Practice_v03_AV.blend)
[ "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n", "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", "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)", "Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n![Screenshot 2021-06-17 at 14.52.31.png](Screenshot_2021-06-17_at_14.52.31.png)\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)", "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)", "Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "Multires Displacement Smear brush + Dyntopo Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.92.0\n\n[When you want to use the multires displacement smear brush with dynamic topology, blender closes.]\n\n\n1. Open Blender\n2. Enter sculpted mode\n3. Select the Multires Displacement Smear brush\n4. Activate Dynamic Topology dyntopo\n5. Pass the brush through the Bucket\n6. Blender closes\n\n[untitled.blend](untitled.blend)\n\n", "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", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "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", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n" ]
[ "Crash when Brush Collection in the same Collection as Ocean+DynamicPaintCanvas\nWindows , GTX 1080\n\nBroken: 2.8 Hash: 1844ccd5210\n\nI like to make things float on Oceans in Blender by brushing a weight group on the ocean and constraining an object to this group. It works when the Brushgroup is not in the same collection as the ocean, but Blender 2.8 crashes when the Brush collection is in the same collection.\n\nHere is file I prepared to show you: Crashreport.blend?dl=0 \n\n[Crashreport.blend](Crashreport.blend)\n\nInitially it should work fine, but when you move the \"Wave\" collection (Brush collection for the Wave Surface on the Ocean's Dynamic Paint) into the Ocean Collection and change values like \"scale\" in the ocean modifier Blender Crashes. \n\nHere is how I prepared the Example blend:\nI tried to minimize steps as much as possible \n\nSteps: \n1. Make 3 Collections: I'll name them Ocean, Wave and Weight (not nested to have it running without crash at first; Wave and Weight will be Brushcollections) \n2. Add plane; \n\t+ ocean modifier,\n\t+ dynamic paint \n\t\t+set to canvas and \n\t\t\t+add 2 surfaces:\n\t\t\t\t+1. Name Wave, set surface type to Wave, set brush collection group to Wave \n\t\t\t\t+2. Name Weight, set surface type to Weight, brush collection to Weight, generate Output/Vertex Group \"dp_weight\"\n\t[animate ocean by Time if you like to see the result of ]\n3. Add Sphere\n\tmove sphere to Weight collection\n\t+ add dynamic paint\n\t\tset to brush \n\t\tadd brush\n\t\tgenerate \n\tprobably set to viewport Display to Wire to see the result\n4. Add Cube: \n\tmove or copy to Wave collection\n\t+ add dynamic Paint \n\t\tset to Brush \n\t\tadd Brush \n\tadd Copy location constraint\n\t\tTarget: Ocean \n\t\tVertex Group: dp_weight\n\n\nNow the cube should float and make waves. System Console complains a bit about Cycle Dependencies but it still works (as it did in 2.7x) \nIt's crashing when Collection Wave is in the same Collection like Ocean and you change a change Values e.g. scale in the Ocean Modifier. \n\n" ]
Keymap presets bugs Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA T600/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.3.0 Keymap presets doesn't work properly. Look at video x_MGq2j6OOs for the exact steps I do with the default startup file with default settings. And in the end - Custom keymap presets are useless in this state. Additional for video: Third bug is - import presets work the same with bugs.
[ "Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n", "USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n", "FPS problem (movie import)\nOperating system: Windows 10\nGraphics card: rtx 2070\n\nBroken: \nWorked: Blender 3.5.1 \n\nWhen I import a 30 fps video in blender (in \"movie clip editor\"), this video will be interpreted as 120 fps per blender, making motion tracking impossible.\n\nimporting a 30fps video in movie clip editor\n\n", "CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n", "Some hotkeys stop functioning after conforming Chinese/Japanese text input\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.4\n\nSome hotkeys stop functioning after conforming Chinese/Japanese text input.In my case,the pie menu on {key ~}{key ,}{key .} are disabled, though if after input,switch to another input method, these hotkeys become available again.\nI‘m using **Microsoft Pinyin** input method on Win10.\n\n**Exact steps for others to reproduce the error==\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **3.0 Alpha**\n- Install **Microsoft Pinyin** input method:\n![adding a Chinese input method on Win10.png](adding_a_Chinese_input_method_on_Win10.png)\n- Default setup.\n- Rename the cube in Chinese/Japanese.\n- Test the hotkey {key ~}{key ,}{key .}, they shouldn't be functioning.\n- Change the input method to something else, test {key ~}{key ,}{key .}, they should be functioning again.\n- Input some Chinese/Japanese in the text field, test {key ~}{key ,}{key .}, they shouldn't be functioning again.\n\n", "Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)", "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.", "Keyframes with stereoscopy button doesn't work in animation, individual frame works\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\nWorked: never, tested 2.75a (when Stereoscopy was introduced) and 2.79\n\nWhole animation is render with stereoscopy ignoring on/off animation keyframes. \n\nwith stereoscopy \"on\" insert a keyframe on it, move few frames and turn off stereoscopy and insert a keyframe. While rendering animation (my setup is FFmpeg with mp4 coding) all frames are rendered as stereoscopic. I attached an example file with render result. I was expecting to have half of this animation as stereoscopic and half normal. Originally I discovered it in a situation where I was swapping cameras (binding to video marker). \n\nOpen file, render frames 39-40-41 individually.\nin viewport change set frame to 39\nRender animation (5 frames)\nin viewport, set frame to 41, \nRender animation \nnotice difference in the two. \n[T76353Stereoscopy.blend](T76353Stereoscopy.blend)\n\n[bug reportstereoscopy.blend0001-0250.mkv](bug_reportstereoscopy.blend0001-0250.mkv)\n", "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.", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n![custom_config.jpg](attachment)\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n", "Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. ", "Modifying keymap won't tag prefs dirty\nWindows 7 Professional 64-bit service pack 1\nIntel Core i7-2600\n8GB RAM\nNVIDIA GTX 1060 6GB\n\nBroken: blender-2.80.0-git.aa003c73245f-windows64\n\n\"Save Preferences\" button, shown when \"Auto-Save Preferences\" is turned off, stays unavailable after modifying keymap.\n\n1. Make sure \"Auto-Save Preference\" is turned off. If it isn't, turn off this and press \"Save Preferences\" button.\n2. Modify keymap, editing the settings used to activate an operator (example: search for `Clear Rotation` operator, changing the `Clear Delta` option will not tag prefs dirty).", "Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n", "\"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" ]
[ "Keymap corruption - Adjustments to one keymap propagate to another\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.83-3.0\n\nOver the course of two years that I have been using Blender on and off, I kept running into an issue where my custom hotkeys were removed from my keymap. This happened with hotkeys that I had been working with for months that worked perfectly fine (even just an hour ago at times). I have had dozens of instances where my custom hotkeys (but also those from the default keymap) were removed entirely without any other notable changes by me. Sometimes, they reverted back to the \"factory reset\" state, while I did not perform a factory reset. This is only for a few hotkeys at a time. \n\nWhen creating a keymap entry within a custom keymap, these entries are propagated back to the default \"Blender\" and \"Industry Compatible\" keymaps. When switching keymaps, other hotkeys custom hotkeys are assigned to the other keymaps or default keymap items become associated to the custom keymap. It occored for instance, after checking for new hotkeys within the default keymaps (i.e. the 3.0 knife tool modal hotkeys). \n\n1. Go to Edit > preferences\n2. Create a new keymap with the \"+\" button. \n3. Right click preferences > Create keyboard shortcut\n4. Type in \"Ctrl+K\"\n5. Go back to Edit> preferences\n6. When switching keymaps from the dropdown, notice that any of the assigned hotkeys in the custom keymap also exist within the default Blender & Industry compatible keymaps. \n\n[Keymap corruption - not saved.mp4](Keymap_corruption_-_not_saved.mp4)\n\n7. Upon saving preferences for the custom keymap, the default ones remain affected. \n\n[2022-01-03 16-14-36.mp4](2022-01-03_16-14-36.mp4)\n\nI suspect that, when switching keymaps (e.g. to check the default modal hotkeys for the new 3.0 Knife tool), default keys are put back into the custom keymap, thereby reverting some of the entries within a custom keymap. This is the reverse behaviour displayed in the videos above. Just like switching from the custom keymap to the default, adds custom keymaps to the default keymaps. \n\n**Expectation**\nI would expect that changing the keymap from the dropdown would load the other keymap and drop the changes made to the custom keymap (and prompt the user with a warning to save the current adjustments or to discard them). That way, if I migrate from a previous Blender version to the next, whilst retaining my custom keymap, I can look at the Blender/ Industry standard keymaps of the new version, which have all the new operators and modal keys assigned. That way, I would be able to copy/ paste them into my custom keymap and make sure it is up to date. Furthermore, I don't expect changes made to my own keymap to override the default Blender/ Industry standard, since the adjustments I made were made to my own custom keymap. \n", "Shortcut changes are applied to all keymaps globally instead of individual keymap\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.34\n\nBroken: version: 2.92.0\nWorked: Unknown - I tested as far back as 2.79b\n\nAfter creating a new, custom keymap in Blender, any shortcut changes are applied globally for all keymaps instead of only locally to the new, custom keymap. Therefore, switching between keymaps does not make a difference, since any shortcut changes made to one keymap are applied to the rest of the keymaps globally.\n\n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Keymap\" from the list on the left\n3) Click the \"+\" next to the keymap dropdown (default says \"Blender\")\n4) Enter a name and click \"OK\"\n5) Change a shortcut\n6) Switch back to the default \"Blender\" keymap\n7) The shortcut change is applied (copied) to the default keymap plus all other keymaps in the drop down.\n\n**Conclusion:** Creating different keymaps has no purpose since the shortcut changes are copied to all keymaps globally.\n\n**Workaround:** \n\n1) Launch Blender\n2) Go to Edit > Preferences > Click \"Preferences\" in the menu bar and uncheck \"Auto-Save Preferences\"\n3) Click \"Keymap\" from the list on the left\n4) Make all shortcut changes **before** creating a keymap\n5) Add a new keymap and give it a name\n6) Click \"Preferences\" in the menu bar and click \"Revert to Saved Preferences\"\n7) Keymaps should now be different and show their own individual shortcuts when switching back and forth\n\n\n\n - Any further changes to the new keymap will be applied globally. To update your new keymap with further changes:\n\n\n\n8) Update the shortcuts \n9) Delete the custom keymap (or add a new keymap with the same name and skip the next step)\n10) Add a new keymap and give it a name\n11) Click restore above the shortcut updates\n\n\n" ]
Keyboard Language Mapping on [User Preference > Input > search term] WINDOWS 7 SPI 64 bits KEYBOARD FR / EN(UK) ![report key bug (keyboard FR).png](report_key_bug__keyboard_FR_.png) renderer: 'GeForce GTX 870M/PCIe/SSE2' vendor: 'NVIDIA Corporation' version: '4.5.0 NVIDIA 378.92' version: 2.79 (sub 0), branch: master, commit date: 2017-09-11 10:43, hash: 5bd8ac9 When configure new Shortcut on User Preferences, When I press a key on search bar filter, it doesn't produce the same character than on Key pressed for a new shortcut (KeyMapItem.type) With Keyboard FR : User Preferences > Input > Search Filter > ² User Preferences > Input > Screen > Header > Add New > "
[ "It is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nOperating system:win10_64\nGraphics card:inner\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nHello. I am Korean. Thank you for developing the blender. I'm using the latest version of blender. But there's one serious problem.\nIt is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nThis is also true of Chinese and Japanese keyboards.\nWe would appreciate it if you could correct the \"Switching language input\" bug in TEXT mode.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Translation of UI into Catalan\nDear colleagues,\n\nI would like to be included as member of the #translations team(s) to work on the Catalan version of the UI.\n\nI apollogize in advance if I post this in the wrong place. The instructions say that I should create a task and ask for this; but it seems that I can only access the \"create task\" functionality here. It seems that other members can create tasks elsewhere; but presently not me.\n\nBest wishes,\n\nJoan Pujolar\n", "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![region-text.png](region-text.png)\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.", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Region Overlap does not work on VSE editors\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM`\nBroken:\t\t\t\t` 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00`\nBroken:\t\t\t\t` 2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46`\nBroken:\t\t\t\t` 2.83.3 LTS, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release, build date: 2020-07-22, 04:04:56`\nBroken:\t\t\t\t` blender-2.90.0-4f59e4bddcb0-windows64` (BF Build Bot)\nBroken:\t\t\t\t` blender-2.91.0-21fec9513969-windows64` (BF Build Bot)\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\n[No Overlap.blend](No_Overlap.blend)", "Change autokey preferences \"Only insert needed\" to \"Only insert keyframes on properties that have changed.\"\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\n\nThe auto key preference descriptions can be confusing. Without an understanding of what \"Needed\" means, it's unclear what this preference does. We can be more descriptive and make it clear to users that this option will only insert keyframes on properties that have changed.\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", "Font Noto Color Emoji doesn't work in VSE\nOperating system: Ubuntu 18.04 64bit\nGraphics card: NVIDIA GTX 750 Ti\n\nBroken: v2.81 Alpha 2019-09-25 20:42\n\nWhen setting font to Noto Color Emoji (from Google) on a Text strip in Sequencer, no characters (as letters or ?) are shown in preview nor render. In previous version the Blender crashed.\n\nOpen VSE, add Text strip and change font to Noto Color Emoji.\n\n\n\n**Crash log from previous version**\n\n```\n# Blender 2.81 (sub 8), Unknown revision\nbpy.context.scene.sequence_editor.sequences_all[\"Text.219\"].text = \"\" # Property\nbpy.context.scene.sequence_editor.sequences_all[\"Text.219\"].text = \"?\" # Property\nbpy.context.space_data.bookmarks_active = 8 # Property\nbpy.context.space_data.bookmarks_active = 9 # Property\nbpy.ops.font.open(filepath=\"//../../../../../../usr/share/fonts/truetype/noto/NotoColorEmoji.ttf\", relative_path=True) # Operator\n\n# backtrace\n/usr/lib/blender/blender(BLI_system_backtrace+0x33) [0x55fa3afc0963]\n/usr/lib/blender/blender(+0x11f37a6) [0x55fa3ad927a6]\n/lib/x86_64-linux-gnu/libc.so.6(+0x41100) [0x7f261a11f100]\n/usr/lib/blender/blender(+0x2ec786b) [0x55fa3ca6686b]\n/usr/lib/blender/blender(+0x2ec7a6d) [0x55fa3ca66a6d]\n/usr/lib/blender/blender(+0x132cc18) [0x55fa3aecbc18]\n/usr/lib/blender/blender(+0x1340b9e) [0x55fa3aedfb9e]\n/usr/lib/blender/blender(+0x1341dae) [0x55fa3aee0dae]\n/usr/lib/blender/blender(+0x1342a1a) [0x55fa3aee1a1a]\n/usr/lib/blender/blender(BKE_sequencer_give_ibuf+0x14d) [0x55fa3aee1dfd]\n/usr/lib/blender/blender(sequencer_ibuf_get+0x1c1) [0x55fa3b7d2141]\n/usr/lib/blender/blender(sequencer_draw_preview+0x198) [0x55fa3b7d22f8]\n/usr/lib/blender/blender(+0x1c2d148) [0x55fa3b7cc148]\n/usr/lib/blender/blender(ED_region_do_draw+0x561) [0x55fa3b6a3fd1]\n/usr/lib/blender/blender(wm_draw_update+0x426) [0x55fa3b198696]\n/usr/lib/blender/blender(WM_main+0x30) [0x55fa3b195e10]\n/usr/lib/blender/blender(main+0x2e4) [0x55fa3ad503b4]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f261a10209b]\n/usr/lib/blender/blender(_start+0x2a) [0x55fa3ad8ee5a]\n```\n\n[NotoColorEmoji.ttf](NotoColorEmoji.ttf)", "Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.", "GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n", "Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)", "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)", "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![Снимок_экрана_из_2015-01-12_12:14:16.png](Снимок_экрана_из_2015-01-12_12_14_16.png)\n\n![Снимок_экрана_из_2015-01-12_12:14:30.png](Снимок_экрана_из_2015-01-12_12_14_30.png)\n", "\"Editor Type\" button, tooltip always states \"Shortcut : [shift]+[F1]\"\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-18.8.4\n\nSimilar behaviour was also observed on Linux Ubuntu 22.04.\n\n\nBroken: version: 3.2.2\n\nin All Workspace types, when hovering over the \"Editor Type\" button it always states Shortcut : [Shift]+[F1]\n(regardless what the current Editor Type is).\n\nIn any workspace,\nHaving any Editor Type,\nHover (with the mouse) over the Top left button \"identifying itself as \"Editor Type\", the tooltip that appears, always contains the shortcut key reference Shift-F1, which in fact is (by default, after clean install) assigned to \"File Browser\" and/or \"Asset Browser\", a fact that is clearly shown when the \"Editor Type\" is pressed and the available Editor Types are presented in a dialog.\n", "Change autokey preferences \"Only insert available\" to \"Only insert keyframes on existing F-curves\"\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\n\nThe auto key preference descriptions can be confusing. Without an understanding of what \"Available\" means, it's unclear what this preference does. We can be more descriptive and make it clear to users that this option will only insert keyframes on existing F-Curves.\n\n\n" ]
[ "User Preferences, Input, german keyboard layout, = versus +\nOperating system and graphics card\n\nWin 7 64 Bit, Nvidia 760 gtx\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n2.76.1\n\n\nWhen trying to change the hotkey for a hotkey item i stumbled across that the \" +\" sign gots displayed as \" = \" in the input manager. Which makes it a bit hard to find the right hotkey then. Since those two are different keys. I have german keyboard layout, and there the = sign is mapped to the 0 key above the letters. The = letter by pressing the + key most probably comes from US keyboard layout. I don't even know where the + is at the USkeyobard layout. The rest of the hotkeys works fine though, and seems to use the german keyboard layout.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nNo blendfile. Open up the User Preferences. Go to Input. Try to change a hotkey there, using the + key. You will get a = instead in the Input manager with european keyboard layout.\n\n![keyboardmappingprob.jpg](keyboardmappingprob.jpg)\n\n" ]
Hidden Wire and In Front creating visual bug Operating system: Windows 10 Graphics card: Gtx 1060 Blender 2.8 (February 18 - Beta ) ![blender 2.8 bug.jpg](blender_2.8_bug.jpg)
[ "Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", "Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ", "Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n", "Design: Graph Editor Curve Display\nThere are a few issues with the display of curves in the Graph Editor mentioned in the Paper Cuts devtalk thread. However while technically simple to change the drawing, it needs to stay consistent and clear, which is why this Design task exists.\n\n**Issues**\n* Locked Curve keyframes look like they are active\n* Curves are drawn in the same thickness even outside the range they can be edited in ?sorting=hot#\n* Location/Rotation/Scale curves are not distuingishable at first glance 27?u=christophlendenfeld\n\n## Current State\n\nNormal\n![image](attachment)\n\nDisabled\n![image](attachment)\n\nLocked\n![image](attachment)\n\n## Proposed Solution\n\n* Locked curves have crosses instead of keyframes to indicate that they can't be selected. [#106052](106052)\n* Locked curves are always drawn as if they were unselected since you can do nothing with them even though they are selected.[#106052](106052)\n* Increase the dash length and spacing to reduce visual noise [#106052](106052)\n* Add preferences to modify the colors of FCurves based on their type. Will default to the current standard to not confuse existing users.\n![image](https://projects.blender.orgattachment)", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "project turning purple automatically after closing and opening later+zoom in/out buttons not working properly.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.79\n\nBroken: version: 3.6.2\n\n\n\n", "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "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", "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)", "Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\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![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.", "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?\"", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Move 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" ]
[ "Hidden Wire when in Edit Mode disables In Front Option\nOperating system: Windows 10\nGraphics card: Nvidia GeForce 1060 GTX\n\nBroken: blender2.8, commit date: 2018-12-06 00:27, hash: 74db65e5424, type: Release\nWorked: (optional)\n\nActivating the Hidden Wire option from the Overlays, disables the In Front option form object properties, Viewport Display rollout; this is useful when doing retopo because In Front option alone obscures the highpoly from underneath; it's good to only see the wire for the retopo. In previous versions this worked like a charm; here is a video showing the issue:\n\n[Hidden wire disables In Front Option.mp4](Hidden_wire_disables_In_Front_Option.mp4)\n\nTake an object; try to create any geometry on top, like doing a retopo, then activate In Front option for the wrap geometry; then go to Overlays(up right corner of the viewport) and activate Hidden Wire when you're in Edit Mode for the retopo geometry; it disables the In Front(Xray on older versions of Blender);\n\nCheers!\n" ]
Focal Length missing in Camera Tab Operating system: Win10 Graphics card: GeForce GTX1050 2.80 Beta Hash: bac6f3cdb649 Date: 2019-02-13 00:09 Branch: blender 2.7 Lens --> Focal Length missing in Camera Settings Tab. ![Camera_Tab.png](Camera_Tab.png)
[ "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", "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", "Cycles X: Camera-visible lamps are not affected by holdout\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\nBlender 3.0 adds a feature where camera ray visibility can be enabled on lamps, making them directly visible. However, if this option is enabled simultaneously with the holdout option, the lamp will remain visible. Holdout should override camera visibility, as holdout can be changed per-view layer. With the current behavior, a directly-visible lamp will appear again on holdout layers, copying it's direct brightness for every layer it appears as a holdout in.\n\nSee attached .blend file, which contains a point lamp with holdout and camera visibility both enabled. Note that the lamp remains visible. In fact, the holdout option seems to have no affect at all.\n\n[holdout_lamp_bug.blend](holdout_lamp_bug.blend)\n\n", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "Missing Freestyle Lines\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon(TM) Vega 10 Graphics (RAVEN, DRM 3.35.0, 5.4.0-91-generic, LLVM 12.0.0) AMD 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: 3.0.0, 3.2.0\nWorked: 2.83\n\nThere are missing Freestyle Lines when Rendering with Cycles. The results are better in eevee but the Problem is not gone. \nI use a similar file to create floorplans at work. \n\n- Open attached file or:\n - Create an orthographic camera,\n - create a huge amount of planes and text objects,\n - enable Freestyle, \n- render via Eevee or Cycles.\n[fs.blend](fs.blend)\n", "Viewer Node from Compositor is not updated in Camera's Background Image\nOperating system: Arch Linux\n\nBroken: 3.2.2\nWorked: never\n\nThe viewer node result from compositor is not propagated in the 3D viewport as a camera background image when selected. This might be really useful in many cases. I often use compositor to edit input videos and I want to adjust the 3D scene according to the video. Especially with the grease pencil, there might be a case when the animator wants to draw an animation over an existing one. It is really strange that the option to use the node is there but it's unusable, related to #73188.\n\n**Possible problems**\nRecursion mentioned in #73182. Might be resolved by overriding the order when the node is used in the camera or letting the user change the order somewhere.\n\n**Workaround**\nExport the composited result in a video and then use as a background image or hit F12 after every frame and use the render result in the background image.\n\n1. Create a setup in compositor that changes over time\n2. Connect the result to Viewer node\n3. Use Viewer node as camera background image in the 3D scene\n4. Move to another frame - no change in the background image\n\nIncluded the project file with simple texture animation and two workspaces. One with split screen where both compositor and 3D view are visible. When the compositor is hidden, the background image is not changed at all. When it's visible, it's updated but from the previous frame or state. It seems like the camera first takes the compositor result as the background and then the new compositing takes place. Yes, I understand that it's the design of these stages but this is still a trick to somehow make it work, the image does not update at all without the compositor window being active as shown in the second workspace.\n\n[viewerNodeInCamera.blend](viewerNodeInCamera.blend)", "Save camera transformation matrix out to OpenEXR files\nCurrently cycles exports the normal pass in world coordinates. However there are good and valid use-cases for wanting camera space normals when compositing. This would consist of 2 parts.\n\n - Saving\n - support for saving metadata / attributes to OpenEXR\n - Utilizing this support to save camera data \n\n - Loading\n - support for loading these attributes from OpenEXR\n - some node / way in the compositor to transform the normals channel\n\nAs having a cross software pipeline for compositing and rendering is the norm rather then the exception this is what some other packages seem to also do in order to be able to use and recreate the camera. Particularity nuke (loading) and vray (saving) seem to also do this.\n\nData as saved by vray 3.0\n\n```\ncameraAperture, float\ncameraFNumber, float\ncameraFarClip, float\ncameraFarRange, float\ncameraFocalLength, float\ncameraFov, float\ncameraNearClip, float\ncameraNearRange, float\ncameraProjection, int\ncameraTargetDistance, float\ncameraTransform, m44f ( float matrix 4x4 )\n```\n\nThe current metadata support in imbuf ( the blender image buffer) seems to be modeled after that png provides. This currently only provides string/string key/value parts. I think we should modify the metadata support to include at least int, float, float3/4 and matrix support as attributes. \n\n```\ntypedef struct ImMetaData {\n\tstruct ImMetaData *next, *prev;\n\tchar *key;\n\tchar *value;\n\tint len;\n} ImMetaData;\n```\n\n**I think we should consider in order:**\n\n- For saving \n - Extend \"ImMetaData\" so that value can be *anything* but at least the attributes we need for this\n\n- For saving \n 1) Extend the render api so that an engine can set all these ( currently engines using this api do not write any metadata )\n 2) Support writing this data from cycles\n 3) Fix writing the other metadata ( from stamp )\n 4) Figure out how and if the user should be able to control this. ( I would like to propose having this always on at least for OpenEXR as the data overhead is negligible)\n\n- For loading\n 1) Figure out how this should work in the compositor \n 2) Implement this", "Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)", "UI, Theme: Clipped menu shadow\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0 Alpha, 2.79b\n\n![menu_shadow_width.png](menu_shadow_width.png)\n**issue 1**\nThe \"Menu Shadow Width\" option allows you to set the width to 24 pixels, while\nthe block boundaries are limited to a smaller value, such as 12 px of `UI_POPUP_MARGIN`.\nAs a result, we have an ugly cropped shadow.\n\nThe max width should be properly limited.\n\n**issue 2**\nThe tooltips shadow has some bug at the top, and looks somewhat different from the menu ones.\n\n**issue 3**\nThe **tooltips** shadow is affected by the same **menu** theme settings,\nso the options could be renamed to more universal ones.\n\n- Navigate to {nav, Preferences > Themes > User Interface > Styles}\n- Set the value of `Menu Shadow Width` to 24px\n- Check any Blender menu\n\n", "Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n", "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![FreestyleIssue.jpg](FreestyleIssue.jpg)\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", "Cannot limit IK minimum stretch\nOperating system:WIN10 22H2\nGraphics card:3090 24GB\n\n3.5\n\n\nAfter IK is stretched, it will shorten a lot at the bend, which is uncontrollable. The red bone in the picture is stretched.\n\n\n- Open attached file\n- Notice red bones are shorter in length with Ik stretched\n\n![image](attachment)\n", "Cutting meta strip including keyframed speed effect produces right part with incorrect length of internal strips\nWindows 8.1 64 bit\n\nBroken: 2.75rc2 (c85a58a)\nWorked: 2.74 I think was fine\n\nWhen I cut a meta strip that includes a speed effect strip that has keyframes right part of the result of cut has all strips cut to width of left part (effectively leaving it with no visible output).\n\n\n- Open blender.\n- Select \"Video editing\" layout.\n- Add -> Movie -> select any movie (I tested with mp4, h264 codec, with audio)\n- Select video strip\n- Add -> Effect -> Speed\n- In \"Effect Strip\" setting uncheck \"Stretch to input strip length\" and add keyframe to \"Speed factor\"\n- Select all strips ![After step 7.png](After_step_7.png)\n- Make meta strip ![After step 8.png](After_step_8.png)\n- Set active frame somewhere over this new meta strip.\n- Strip -> Cut (soft) at frame ![After step 10.png](After_step_10.png)\n\n\nTo make it more interesting if after creating meta strip and then doing unmeta strip and meta strip again it seems to work as I would expect it (just cuts it nicely).", "Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n", "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" ]
[ "Missing Camera settings in props except Depth of Field\nMac OS X, Blender 2.8, by 13 february beta\n![Screenshot 2019-02-13 at 09.45.13.jpg](Screenshot_2019-02-13_at_09.45.13.jpg)" ]
blender 2.8 edit mode error (face select) Operating system:win10 Graphics card:rx480 Broken: Worked: edit mode will not allow face select. will perform vert/edge select without problem load the uploaded blend. enter edit mode if not already there. enter face select mode. try selecting a face on the mesh in the scene. the mesh is in two parts. the upper part , the larger part , is problematic. the lower,smaller, part is OK. Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Sculpt Mode: Occlusion blurring steps\nFor View and Area auto-masking we implemented Limit and Falloff sliders for controlling the extend and softness of the mask.\nThese are disabled when \"Occlusion\" is used.\n\n![image.png](image.png)\n\nWe need to implement a setting to blur the edge of the Occlusion mask.\nThe easiest solution would be to add additional \"Blur\" steps, similar to the Cavity masking.", "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", " 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.", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "keyboard shortcut to switch between vertex / edge / face not present in tooltip\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI rely on the tooltips to learn keyboard shortcuts.\nWhen hovering above the vertex / edge / face select button, the shortcut to enable this button is not mentioned.\nexpected: \nVertex Select: 1\nEdge Select: 2\nFace select: 3\n", "Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "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", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "UV: select similar enhancements\nAdd support for UV Select similar:\n\n* Islands / Faces / Edges, crossing UDIM boundary\n* Islands / Faces texel density\n\nThanks @BlenderBob !\n\n" ]
[ "X-Ray + Subdivision surface Face select problem\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\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI cannot select faces when X-ray mode is on, if the Subsurface modifier is enabled on the object (with the number of subdivisions in viewport > 0).\n\n\n" ]
The same shortkey for both tools Operating system: Ubuntu 18.04.01 Graphics card: GT 1030 Broken: ![image.png](image.png) ![image.png](image.png) the same shortkey for both functions "show whole scene transparent" and "proportional edidting just press O
[ "Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "GPencil: Add option to jump to scene from Video Sequencer Strip\nNeed a way to jump from the strip to the scene edition directly.\n\nIt's necessary to define in some place what it's the layout to use.", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "GP/Annotation UI: The Annotation options are both exposed as a Tool panel and as a View panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nAs I was asked to make a new report on these GP UI issues in [D11347](D11347), here they are:\nThe Annotation options are both exposed as a Tool panel and as a View panel(in the VSE). Could the one in the View sidebar be removed?\n{[F10134961](double_exposure.gif),size=full}\n\nIs Onion Skin missing from the tool settings?\n{[F10134979](image.png),size=full}\n\nIf is is, should Onion Skin also be exposed in the Tool header?\n\n", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n", "Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)", "Pie Menu shortcuts in Tooltips\n## Issue\n\nFor any operator, menu or active tool that has a shortcut we show the shortcut in the tooltip in it's corresponding UI element.\nThis is so far not the case for pie menus, even though they are heavily used and essential for an efficient workflow.\n\nExamples of this are:\n`Ctrl + Tab` for switching Modes\n`Shift + Tab` for enabling Snapping\n`.` for the Transform Pivot Point\n`,` for the Transform Orientation\n`Z` for Shading options\n`Alt + W` for the Drag Action\n`Shift + S` for Snapping\n`Tilde` for View\n\n`W` for Face Sets in Sculpt Mode\n`A` for Masking in Sculpt Mode\n`Alt + A` for Automasking in Sculpt Mode\n\n## Proposal\n\nMost of these already have a clear UI element tied to them. \nEither a sub-menu in the header with the same operators (Snap),\nor a popup that has the same settings (Transform Pivot, Modes, ...)\n\nThese can more easily get a shortcut in their tooltips.\n\nMore complicated are the cases where the the operators are not grouped in 1 sub menu (Sculpt Mode operators, view operators)\nor where the options are shown as individual modes in the UI (shading options)\n\nThere it could make sense to give them all the same shortcut. Perhaps with the extra info that it's a \"Pie Menu Shortcut\"\nSo for example if the \"Extra Shading Pie Menu Items\" are enabled in the keymap preferences, The overlays toggle could say in the tooltip:\n> Shortcut: Shift Alt Z\n> Pie Menu Shortcut: Z\n\n\nIn those cases, the direct shortcut has priority, especially in menus where there could be only space to show 1 shortcut. The other can be in a tooltip.\nThe direct shortcut would also be the one that can be edited by right clicking.", "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 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)" ]
[ "Shift+Tab key conflict between \"Show whole screen transparent\" and \"Snap during transform\"\n2.80 Beta\n![image.png](image.png)\n\nI'm a fresh new user.\nI want to switch to \"X-Ray\" view.\n\nI found the button (\"Show whole screen transparent\") on the right corner of the viewport.\n![image.png](image.png)\nThe shortcut says \"Shift Tab\".\nWhen i press SHIFT+TAB, it toggles \"Snap during transform\" (it has the same shortcut assigned):\n![image.png](image.png)\n", "Wrong shortcut displayed in specific importer/exporter parameter\nOperating system: Mint19\nGraphics card: GTX680M\n\nBroken:\n(example: 2.80, beta build from december 1rst\n\nWrong shortcut displayed in specific importer/exporter parameter\n\nIn any importer or exporter (at least defined by addon), all parameters defined by the addon (example: Forward, Up, ...) is displaying Shortcut H (when mouse is over), where it shouldn't display any shortcut", "Shortcuts all say \"O\" on rollover \nOperating system: Windows 10\nGraphics card: GeForce GTX 780 Ti\n\nDate: 2018-11-29 15:57\nHash: 26d5a3625ed\nBranch: blender 2.80 (Beta)\n\n**Shortcuts all say \"O\" on rollover**\n\n**I noticed when I rolled-over the [Show whole scene transparent] button it showed the shortcut as \"O\" when it should be ALT+Z, and the other buttons near there are also labeled \"O\" for keyboard shortcut**\n", "\"Shading Mode\" and \"Proportional Editing Object Mode\" have the same keyboard shortcut\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro M1200\n\nBroken: blender2.8 26d5a3625ed 2018-11-29\n\n\nThe \"Shading Mode\" and \"Proportional Editing Object Mode\" both have the same keyboard shortcut, which is the letter O.\n\nOpen blender2.8\nHover the mouse over the Proportional Editing Object Mode icon.\nThe tooltip reports \"Shortcut: O\"\nNow, hover over each of the shading mode icons (Wireframe, Solid, LookDev, and Rendered)\nEach tooltip reports \"Shortcut: O\"\nUsing the O shortcut toggles the Proportional Editing Object Mode", "Render mode shortcuts are listed as \"O\"\nCPU: Ryzen 5 2600\nGPU: RX 570 4GB\nOS: Windows 10 \n\nBroken: Blender 2.8 beta 0f5b53ba4dc\n\n**Short description of error:**\nThe shortcuts for all render modes are listed as \"O\" while they should probably be \"Z\". \n![Untitled.png](Untitled.png)" ]
Blender Saves .blend Files With Wrong Version Numbers Operating system: Linux-5.3.0-59-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 Broken: version: 2.90.0 Alpha Since the versioning changes are made, Blender doesn't save a .blend file in that new version. This makes it difficult (e.g. in a server farm) to determine in which version a given/uploaded .blend file was saved). 1. Open Blender 2.90 2. Open a new Workspace *Scripting* 3. In the Python console type in `print(bpy.app.version)` which gives you the current Blender version (in my case `(2, 90, 0)`). 4. Save your current file with a name you like. 5. Now click `File` -> `Open Recent` and open the file you just saved. 6. In the Python console type in `print(bpy.data.version)` (notice: **data** instead of **app**) which should give you the Blender version in which you saved your file. But is doesn't (in my case it's `(2, 90, 4)`). (Note: If you haven't saved and reopened your current file `print(bpy.data.version)` will give you the version of Blender in which the startup.blend file was saved.) "Nice day you may have, then strong you will be" (Little Yoga) 😅
[ "Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n![57475347.png](57475347.png)\n\nAfter loading to 2.83.8+ versions\n![57464547.png](57464547.png)\n\nFile\n[MD.blend](MD.blend)\n", "Wrong width returned from bpy.types.Window.width (depending on native pixel size)\n\nOS: macOS Mojave (10.14.6)\nGraphic card: Radeon Pro 450 2GB\n\n\n\nBroken version: 2.91.0\n\n\n**Description of error**\n\nbpy.types.Window.width does not return correct value in my environment.\n\nI tried to get window size of Blender via bpy.context.window_manager.windows- [x].width.\nBut the returned value differs from the actual window width (Actual window width: 2880, Returned value: 1680).\nAlso, I found that bpy.context.window_manager.windows- [x].x also returned invalid value.\n\nOther related values such as region.width, area.width seems fine in my environment.", "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", "Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)", "Holdout doesn't work with Mix Shader correctly in Eevee\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: 2.83.x\n\nHoldout doesn't work with Mix Shader correctly in Eevee. \n\nWhat I expect when mixing with 100% Holdout:\n\n![Screenshot 2021-01-12 at 22.53.33.png](Screenshot_2021-01-12_at_22.53.33.png)\n\nWhat I get instead:\n\n![Screenshot 2021-01-12 at 22.53.40.png](Screenshot_2021-01-12_at_22.53.40.png)\n\n\n\n - Open the simple blend below\n - Move the timeline from 0-100, which moves the Mix Shader Fac from 0-1.\n - When at frame 1, it should be a 100% Holdout, but notice that this isn't the case\n - Switch to Cycles and verify that it indeed handles this case correctly\n\n[holdout_eevee_bug.blend](holdout_eevee_bug.blend)\n\n", "No responding open .blend file reuse mesh many times\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: blender-3.0.0-alpha+master.32cc9ff03746-windows.amd64-release (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: None (newest version of Blender that worked as expected)\n\n.blend file can download here\n21082\n\nI use bpy build a scene reuse some mesh many times. reuse around 64 times can work smoothly, only 0.4 second to build and open immediately. 128 times build 0.9 seconds and open will take a while. 256 times build 3.17 seconds and cannot open(no responding, not error). \n\n```\n collection = bpy.data.collections.new('matrices')\n bpy.data.collections['meshes'].children.link(collection)\n count = 0\n for mat in self.matrices:\n obj = bpy.data.objects.new(mesh.name, mesh)\n collection.objects.link(obj)\n mat_bpy = matrix_translate_to_bpy(mat)\n obj.matrix_world = mathutils.Matrix([mat_bpy[:4], mat_bpy[4:8], mat_bpy[8:12], mat_bpy[12:16]])\n obj.data.materials.append(materials[get_material_key(self.material)])\n count += 1\n if count > 256:break\n```\n\n", "Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame.", "LibOverride - Update - Fix handling of temp ID\nLiboverride 'update' process (the part applying overrides again over a copy of the linked data, `BKE_lib_override_library_main_update` & co) needs some specific control over its usage of `BKE_id_copy_ex` to create the temp copy of the linked ID: It needs to prevent any potential modification of any other ID in Main.\n\nThis happens e.g. with regular copy of Collections, since the `parents` lists of their children need to be updated with a new pointer to the new copy. There may be a few other similar cases, this needs to be investigated.\n\nThis default behavior prevents from safely using `BKE_id_free_ex` on that same temp ID later on, even if the temp ID is not explicitly linked to any other ID.\n\nWhether this change requires a new specific tag, or could be part of one of the 'no main' cases, remains to be investigated as well. \n\n--------------------\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-10056-tuxedo-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: Unknown, hash: f06a1368\nWorked: -\n\nBlender crashes when appending a collection (twice) from a file where this collection has been linked and overridden.\n\n\n*Note: Using a debug build with ASAN makes this reliable to reproduce.*\n\n 1. Open file `fileB.blend`.\n 2. Go to `File`>`Append`. Browse into `fileA.blend`>`Collections`. Untick the `Localize All` option. Choose `Asset`.\n 3. Blender crashes.\n\n[report_crash_link.zip](report_crash_link.zip)\n\n**ASAN report**\n```\n=================================================================\n==84954==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000267ef2 at pc 0x000002b6fe58 bp 0x7ffc27cb7e40 sp 0x7ffc27cb7e30\nREAD of size 2 at 0x613000267ef2 thread T0\n - 0 0x2b6fe57 in collection_foreach_id /.../blender/source/blender/blenkernel/intern/collection.c:164\n - 1 0xd2a149 in library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:334\n - 2 0xd2a317 in BKE_library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:353\n - 3 0xcce9b3 in BKE_lib_id_clear_library_data /.../blender/source/blender/blenkernel/intern/lib_id.c:224\n - 4 0xcd1d22 in BKE_lib_id_make_local_generic /.../blender/source/blender/blenkernel/intern/lib_id.c:501\n - 5 0xcd2cef in BKE_lib_id_make_local /.../blender/source/blender/blenkernel/intern/lib_id.c:561\n - 6 0xbe3fa23 in BKE_blendfile_append /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1111\n - 7 0x3a49cf1 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:356\n - 8 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 9 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 10 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 11 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 12 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 13 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 14 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 15 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n - 16 0x7fdac84b0e3f in __libc_start_main_impl ../csu/libc-start.c:392\n - 17 0x800e34 in _start (/.../build_linux_debug/bin/blender+0x800e34)\n\n0x613000267ef2 is located 114 bytes inside of 344-byte region [0x613000267e80,0x613000267fd8)\nfreed by thread T0 here:\n - 0 0x7fdac8bf0517 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:127\n - 1 0x1dd70304 in MEM_lockfree_freeN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:117\n - 2 0xce415b in BKE_id_free_ex /.../blender/source/blender/blenkernel/intern/lib_id_delete.c:168\n - 3 0xd254b5 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3793\n - 4 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 5 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 6 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 7 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 8 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 9 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 10 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 11 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 12 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 13 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 14 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 15 0x801b57 in main /.../blender/source/creator/creator.c:585\n #16 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\npreviously allocated by thread T0 here:\n - 0 0x7fdac8bf0a37 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1dd70a49 in MEM_lockfree_callocN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:223\n - 2 0xcd81aa in BKE_libblock_alloc_notest /.../blender/source/blender/blenkernel/intern/lib_id.c:1101\n - 3 0xcd8341 in BKE_libblock_alloc /.../blender/source/blender/blenkernel/intern/lib_id.c:1113\n - 4 0xcd9ac6 in BKE_libblock_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:1274\n - 5 0xcd388a in BKE_id_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:637\n - 6 0xd241f3 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3725\n - 7 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 8 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 9 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 10 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 11 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 12 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 13 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 14 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 15 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 16 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 17 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 18 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 19 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\nSUMMARY: AddressSanitizer: heap-use-after-free /.../blender/source/blender/blenkernel/intern/collection.c:164 in collection_foreach_id\nShadow bytes around the buggy address:\n 0x0c2680044f80: 00 00 00 00 00 00 00 00 00 00 00 fa fa fa fa fa\n 0x0c2680044f90: fa fa fa fa fa fa fa fa 00 00 00 00 00 00 00 00\n 0x0c2680044fa0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fc0: 00 00 00 fa fa fa fa fa fa fa fa fa fa fa fa fa\n=>0x0c2680044fd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd[fd]fd\n 0x0c2680044fe0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680044ff0: fd fd fd fd fd fd fd fd fd fd fd fa fa fa fa fa\n 0x0c2680045000: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c2680045010: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680045020: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==84954==ABORTING\n```\n", "Preferences: no default key map export name and file type\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nPreferences: no default key map export name and file type\n\nWhen I wanted to export the default map keys ther was no default file name and file type.\nSo I tried to guess it was .txt and then exported. The exported file was \".py\", only the\nfile type whithout a file name. It would be nice to have someting like when saving a\nblend file aka \"untitled.blend\" -> \"untilted-key-map.py\", or something like that.\n\n- Open Blender (factory settings)\n- Go to Preferences > Keymap\n- Export \n- In the field where the file name needs to be specified there is no default name, that indicates the file type (and name)\n\n![2019-05-25-custom-keymap-no-preferences-3.png](2019-05-25-custom-keymap-no-preferences-3.png)\n\n", "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)", "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)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "Library overrides of custom properties not preserved when override made in Python\nOperating system: Windows 10 Pro (10.0.19044)\nGraphics card: NVIDIA GeForce RTX 3080\n\nBroken: 3.5 through to current 3.6 daily (`a9f02cd8d8cf`)\n\n\nCustom properties added to objects via add-ons are not preserved when the Python API is used to make the override libraries and set the property values.\n\n\n1. Install `testprop.py` as an add-on.\n2. Load `src.blend` and observe that the cube `my_source_cube` has a location (0, 0, 0) and the custom property added by `testprops.py` has a value of \"Foo\".\n3. Load `dest.blend` and observe that the object `my_source_cube` has been linked from `src.blend`, and that it has no library overrides.\n4. Execute the following code, either in a text script or the console:\n\n```\nimport bpy\n\nobj = bpy.data.objects['my_source_cube']\nbpy.context.view_layer.objects.active = obj\nbpy.ops.object.make_override_library()\n\nbpy.context.view_layer.objects.active.location.z = 2.0\nbpy.context.view_layer.objects.active.TestData.my_enum = 'bar'\n```\n\nObserve that the location in the panel is color-coded as overridden, but the `EnumProperty` is not, despite having changed in value.\n\n5. Save the file. Observe that the EnumProperty has been reset to \"Foo\".\n\nIt's possible that properties added with add-ons are not meant to be overriden in the same way, but considering that right-clicking the property, selecting _Define Override_, and modifying the property works as expected, I would expect this to work in the same manner.\n\nIt's also possible that the Python calls I'm making are not the correct ones (I've seen reference to `override_create`, `override_hierarchy_create`, etc) but `make_override_library` works for the location and there's no indication it wouldn't work for add-on properties.\n\n", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "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", "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." ]
[ "bpy.app.version and bpy.data.version are reporting different version numbers from Python interactive console \nOperating system: Linux-5.4.0-33-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0 \nWorks: in 2.82b and all other previous versions I have tested.\n\nbpy.app.version- [x] (version of blender) and bpy.data.version- [x](blend file version) are reporting different numbers when they have always been identical. \n\n\nOpen Python console in blender and execute:\n\nbpy.app.version\nand \nbpy.data.version" ]
bge.constraints Windows 8.1 64 Geforce GTX 560 2.71- 2.73rc 64 I found a bug or anything like this types, my game crashes immediately without any errors if i import from Blender the 'bge.constraints' module, each version upwards from version 2.71 to 2.73 rc only the 64 versions
[ "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", "Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n", "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.", "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)", "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)", "Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n![connect.png](connect.png)\n\n[vertex_connect.blend](vertex_connect.blend)", "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)", "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 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", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Transformation constraint produces unwanted result (for Bones if constraint influence is not set to 1.0, objects even at influence of 1.0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.83, 3.0.0\nWorked: ?\n\nBone constraint influence produce unwanted result if not set to 1\nHappens with the Transformation Constraint and the Copy Transform constraint when scale is targeted\nThis problem only appears when scaling on the local Y axis.\n\n- Open attached file\n- Scale `Bone 1` in local Y to values less than 0.0\nThe orientation of Bone 2 jumps to an unpredictable value.\n[Bug_Bone_Constraints_Simple.blend](Bug_Bone_Constraints_Simple.blend)\n\n\n61fe88aedc and #27886 (Transform constraint maps wrongly with negative scale) are related\n\nIf you do this with objects (instead of bones as in the example file), the constraint relationship line also jumps to some virtual point in negative space for the target which clearly feels like a bug. And for objects, this also seems wrong even at influence of 1.0\n[repro.blend](repro.blend)", "API's new context.property causing immediate Blender access violation crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\ncertain properties cause immediate access violation when using the new context.property which was introduced recently. See: 6ba0346797f43cd73eb1003ce65a62b8409203fb and 107280\n\n\n\n1. open attached blend file makins sure 'load ui' is ticked in the file open options.\n2. click the play button on the script editor to register the shortcut key\n3. hover the mouse over the font size in the text editor's font size property\n ![image](attachment)\n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\n\n", "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 when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n" ]
[ "Blender crash when physics createConstraint\nWindows 8.1 intel 4200\n\nBroken: 2.71\n\nBlender crash when physics createConstraint\n\n[test_bug_270.blend](test_bug_270.blend)\nOpen this file and run game engine.\nThis line:\nvehicle = PC.createConstraint(G.car.getPhysicsId(),0,11)\nmake crash. " ]
exporting animation to FBX Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 57) Worked: (optional) see video - exporting to fbx seems to not be working blend file - open?id=1XpKhjVLuLMjmbSMIFw7gkzDN72aTn1gb video with details - open?id=1bOljnx6x3YMKUS7shgfwAUWbz25Wwo_Z Thanks for your excellent work and sorry if I have got it wrong :)
[ "Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n![12_09-52-26.png](12_09-52-26.png)\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)", "Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n![grafik.png](grafik.png)\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Fast Blend File Compression\n**Motivation:**\n\nReduce size of saved files, without the slow file writing of zlib.\n\nAllowing compression to be enabled by default.\n\n**Description:**\n\nRecently there have been multiple fast compression algorithms, while some more investigation can be done (especially regarding multi-threaded compression), it looks like [LZ4 ]() would be a good candidate for our purposes.\n\n**Estimated Time:** 2..4 days *(maybe a day if there are no complications)*", "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", "crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "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", "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", "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\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", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "OSError: [WinError 233] No process is on the other end of the pipe\nOperating system: Microsoft Windows 10 Home\nGraphics card: Radeon RX 5700XT\n\nBlender 2.93.9\n\nAfter installing the cat add-on I have received the following error when attempting to import FBX models:\n\n![Screenshot_357.png](Screenshot_357.png)\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 200, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2416, in load\n print(\"FBX version: %r\" % version)\nOSError: [WinError 233] No process is on the other end of the pipe\n```\n\n- Install the cat add-on and enabled it (Blender shows error)\n- Attempt to remove it (Blender shows error)\n# Attempt to import FBX (Blender shows error)\n\n[Python Error.blend](Python_Error.blend)", "Blender 2.91.0 Alpha - Blender cannot export proper image when containing smooth gradient of Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nISSUE is appearing when you try to save-as and export an RGBA image as .PNG etc, out of Blender result looks completely different by color, different brightness, etc. (3), not only in Photoshop but also in Windows Viewer.\n\n1. Open the attached blend file\n2. Press render\n3. Save-as RGBA ... .PNG file format, etc. save on your local device\n4. Open the outputted image in any program or viewer and compare again vs blend file to see the difference \n\n5. By the way .EXR format looks correct, but not the PNG. Once I render the.EXR needs to convert all the sequences to.PNGs once again \n\n[ISSUE-RENDERING.blend](ISSUE-RENDERING.blend)\n\n![Blender_Rendering_issue.PNG](Blender_Rendering_issue.PNG)\n" ]
[ "FBX export suddenly broken\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 57)\nWorked: any version before 2019-03-27\n\n\n[fbx export of animated and rigged character is broken. hand/arms go nuts. i can change versions just to fix the issue. any earlier version than march 27 still works.]\n\n[i reproduced it with my armature in any case. it only doesnt appear if i export without any animation data or keyframes. if i add a single keyframe and export the character again it gets broken. \nI also tried to reimport the broken file to see the results and it seems still broken. however i could see that the armature wasnt broken but the skinning somehow instead(see added picture)]\n\nexported:\n![broken.PNG](broken.PNG)\n\nin Blender:\n![aasdasa.png](aasdasa.png)\n\nreimported broken fbx file in blender:\n![Anmerkung 2019-04-19 082317.png](Anmerkung_2019-04-19_082317.png)\n\nheres a blend file where that happens. also keep an eye on the foot Constraints, they are broken too but i might report another bug later as a new issue.\n[Bug 2.80 Beta.blend](Bug_2.80_Beta.blend)" ]
Wrong axis used when applying exactly(!) 180 degree rotational transform Operating system: Linux Mint 20 Graphics card: Geforce GTX 2060 Super Broken: 2.91 Consider ``` mat_rotation = v1.rotation_difference(v2).to_matrix().to_4x4() obj.data.transform(mat_rotation) ``` where v1 is exactly facing v2 (180 degree angle). Then the transform will rotate around the wrong axis (Y). ``` mat_rotation = Matrix.Rotation(pi, 4, 'Z') obj.data.transform(mat_rotation) ``` ``` import bpy from mathutils import Vector mesh = bpy.data.meshes.new("my_object") vertices = [(0.0, 0.0, 0.0), (0.0, 1.01, 0.0), (4.0, 1.01, 0.0), (4.0, 0.0, 0.0), (-4.0, 0.0, 0.0), (-4.0, 1.01, 0.0) ] edges = [[0, 1],[1, 2],[2, 3],[3, 4], [0, 4,],[4, 5],[5, 1]] faces = [] mesh.from_pydata(vertices, edges, faces) obj = bpy.data.objects.new("my_object", mesh) bpy.context.scene.collection.objects.link(obj) - Check for comparison - vector_ref = Vector((0.5,-1.0,0.0)) vector_ref = Vector((0.0,-1.0,0.0)) vector_object = obj.data.vertices[1].co - obj.data.vertices[0].co mat_rotation = vector_object.rotation_difference(vector_ref).to_matrix().to_4x4() obj.data.transform(mat_rotation) ```
[ "Geonodes points have wrong generated texture coordinates\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.2\nWorked: ?\n\nGeometry nodes points use object coordinates in the \"Generated\" input of the Texture Coordinate node that doesn't match the look of generated coordinates for common spherical meshes, making materials look different between points and meshes\n\nOpen the attached file, go into rendered view\n[Coordinates.blend](Coordinates.blend)", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "Different extrude operations use the scale of the object differently\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.4.0, 2.93\nWorked: - never?\n\nThe four different extrude operations (avaliable on the Alt+E menu) can take or not the scale of the object in consideration when applying the command.\nThe screenshot below, in which all objects were originally simple planes scaled by 2 (in object mode), shows the difference between the operations when trying to extrude it by 1 meter.\n![image.png](image.png)\nAs shown, the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" use the scale of the object, resulting in a 2 meter extrusion, which is not the intended value of 1 meter.\nGiven that most actions in edit mode don't take the scale of the object into consideration, I believe these two operations cited above are a bug.\n\n- Using a plane, scale it by 2 (or any number different than 1) and copy it 4 times.\n- In each plane, extrude it by the same amount (i.e. 1 meter), using a different extrude operation given by the Alt+E menu.\n- You should notice the \"Extrude Faces Along Normals\" and \"Extrude Individual Faces\" operations will interfere on the extrusion amount given.\n\nThe result should be the same as the screenshot above and can be checked in the file below:\n[Extrusion Bug Report.blend](Extrusion_Bug_Report.blend)", "b2.8 3d cursor wrong alignment by normal\nOperating system: Windows 10 pro\nGraphics card: nvidia gtx 1080\n\nversion: 2.80 (sub 57), branch: master, commit date: 2019-04-16 06:07, hash: edc1b0167518, type: Release\nbuild date: 15/04/2019, 23:25\n\n**Problem**\n\nHi, i've noticed problem with 3d cursor alignment. If we are working under object mode and want align our 3d cursor by object surface, orientation it totally wrong.\n\nI've find way get around this problem, waht we need to do: \n\n - 1. For first we must dive into edit object mode, \n - 2. then selected one element of object 'Face, Edge or Vertices' \n - 3. switch on 'transform orientation' on 'Normal'. \n - 4. turn on our move 'GIZMO' \n - 5. and for now if we to align 3d cursor with snaping by any area of model, we will get correct 3d cursor orientation by normals\n\nI recorder short video with it and attached few screenshots. \n\nOVSkBEQDgX0\n\n![Capture_2.PNG](Capture_2.PNG)\n\n![Capture.PNG](Capture.PNG)", "Quadriflow remesh unwelds vertices on symmetry axis\nOperating system: Linux-5.7.9-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nQuadriflow remesh sever points at symmetry boundary.\n\n[quadriflow.mp4](quadriflow.mp4)\n\n[quadriflow_unweld.blend](quadriflow_unweld.blend)\n", "Bridge: uses an unpredictable direction between loops placed side-by-side\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta\nBroken: version: 2.83.3\n\nThe Bridge Tool calculates the wrong direction for the start and end points in different situations.\n\nExamples in attached .blend file\n![Bridge_Test_00.jpg](Bridge_Test_00.jpg)\n![Bridge_Test_01.jpg](Bridge_Test_01.jpg)\n![Bridge_Test_02.jpg](Bridge_Test_02.jpg)\n![Bridge_Test_03.jpg](Bridge_Test_03.jpg)\n[Bridge_Start_End_Points_Behavior.blend](Bridge_Start_End_Points_Behavior.blend)", "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\n\n\n\n", "Collada Import Skeleton animations Y and Z axis are swapped\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nImport the attached Collada file.\nAnimation shows rotation in Z direction with a twisting motion.\nThe collada file has rotation in the Y direction which should appear as a bending motion.\n[BendCylinderY.zip](BendCylinderY.zip)", "Add rotation offset in array modifier\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt would be really helpful to have the possibility to use a rotation offset in the array modifier. It is already possible to set this up, with a separate object as rotation offset, but it is time consuming to set up and requires the user to convert from degrees to radians in case the user want to set up a driver for rotation based on the \"count\" property in the array modifier. Duplicating geometry with the array modifier like this is useful if you intend to deform it with a lattice or welding vertices for example. \n\nThe goal is to have a very simple implementation. If complex rotation and translation is needed, using a separate object as offset is a better approach\n\nSee video below for what I'm trying to achieve\n\n[rotation offset.mp4](rotation_offset.mp4)\n\n---\nMockup for additional modifier panel.\nPossibly it could be a \"Factor slider\" per axis instead. \nIf \"X Factor\" == 0.5, the max spin in the X axis would only be 180 degrees\nf \"X Factor\" == 1, the max spin in the X axis would be 360 degrees\n\n![image.png](image.png)\n\n\n\n", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)", "Inconsistency: Vector math node flips large list of options/operations.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\n\nWhen direction of opening changes, direction/order of list changes too.\n![55132201.png](55132201.png)\n[2022-04-12_09-48-55.mp4](2022-04-12_09-48-55.mp4)\nIt is fun, it was the same in 2.79. But there was very short list with 1 column And it wasn`t so annoying. \nNow, with 2 columns the order should be fixed same way as in Math node.\nBecause user remember the relative position of option too. Not just «how far from start»\nAlso the same flipping exists for other lists, like Transfer Attributes node. But as I said, for one short column it is not the issue at all\n", "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", "Nodes: Group input subtype \"Angle\" max values are in radians, but the default implies degrees.\nOperating system: Linux-5.4.0-148-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.0 Alpha\n\nThe subtype \"angle\" in the socket editor provides a default value in °, and a min and a max value, which seem related to the default setting in degrees, so the user assumes the slider in the modifier frontend UI to stop at the set values. Which it doesn't. Set max to say 1, and the slider will stop at 57,3° (180/pi), not at 1°.\n\n\n", "Add Object Tool, Resolve UI Issues & Polish\nThis task is to track the add-object tool.\n\n- - [x] Resolve behavior when axis aligned, see: #57210 (currently creates very large object). Done 1501c3adad\n- - [ ] Review design changes proposed by @DanielBystedt #57210#1010083", "Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)" ]
[ "Behavior for mathutils.Vector.rotation_difference when vectors are aligned\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.93.0 Alpha\nWorked: Never? (tested on 2.79)\n\n```\nimport bpy\nfrom mathutils import Vector\n\nvector_a = Vector((0.0,-1.0,0.0))\nvector_b = Vector((0.0, 1.01,0.0))\nquat = vector_a.rotation_difference(vector_b)\n\nobj = bpy.context.object\nobj.rotation_quaternion = quat\n```\nIn the `rotation_difference` method shown in the script above, when the angle between two vectors is 180° or close, the resulting Quaternion, although pointing in the correct direction, also rotates on another axis.\n\n- Open attached file\n- Run script\nNote that the object did not rotate exactly 180° on one axis\n[rotation_difference_bug.blend](rotation_difference_bug.blend)\n\n" ]
The surface directions are calculated completely wrong when the mesh has a displacement modifier Operating system: windows 11 Graphics card: 2070 Broken: 3.2 The sculpt mode surface direction calculations are completely wrong and have undesired results when the object has a displacement modifier enabled. ![image.png](image.png) [06_24_2022.mp4](06_24_2022.mp4) Open the attached scene Go into the sculpt mode Grab the snake hook brush Start moving some verts that are in the noise pattern section Disable the modifier and try again. You can see the difference in behavior. [sculptbug_24062022_1422_44.zip](sculptbug_24062022_1422_44.zip)
[ "Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n", "Mask from Cavity blurring artefacts\n## The Issue\n\nThis is a limitation of how this new feature was implemented, but I'm still adding this to the bug tracker so we are aware that this is meant to be fixed at some point.\nWhen adding blurring steps to the cavity masks in sculpt mode, either with the \"Mask From Cavity\" menu operator or via the auto-masking options, it will not lead to an ideal result.\nThe blurring very strictly follows the triangulation of the mesh causing streaks along the surface, and poles grow into star patterns.\n\n\n\n| Smooth Mask Filter | Cavity Blur | \n| -------- | -------- | \n| ![](https://projects.blender.orgattachment) | ![](https://projects.blender.orgattachment) | \n\n\n\n![Screenshot_2022-10-13_14-28-55.png](Screenshot_2022-10-13_14-28-55.png)\n\nThis needs a deeper look into alternatives to blur the mask in the operator.", "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", "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", "Hair from 2.79 messed up in 2.8 (modifiers prior to PSys and partially broken without 'Use Modifer Stack')\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.dd3f5186260e-windows64\nWorked: 2.79b release\n\nHair particles made in blender 2.79 get messed up, when opend in 2.8. The hairs are pulled in direction of objects origin:\n![hairbug.png](hairbug.png)\n\n[hairbug.blend](hairbug.blend)\n\nopen attached file in 2.80 (and in 2.79, to compare)\n\n---\nIt is maybe is related to T59587 .. i am not sure.", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Curve draw tool: taper setting can lead to wrong handles / random tilt behavior\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\nWorked: never\n\nCurve draw tool: taper setting can lead to wrong handles / random tilt behavior.\n\n[#103879.blend](T103879.blend)\n- open .blend\n- draw quick roundish strokes (all should be good at this point)\n- change Taper Start to something non-zero (I set it to 0.05)\n- draw quick roundish strokes again\n- notice \"wrong\" handles\n\nIf I draw a curve like this\n{[F14175937](image.png) size=full}\n\nthen looking at to neighbors (and their handles)\n{[F14175942](image.png) size=full}\n{[F14175944](image.png) size=full}\n\nMakes me think that while the placement of the points are OK, their computed handles are wrong.\n\nTesting more, it seems this is caused by the `Taper Start` being non-zero:\n[#103879.webm](T103879.webm)\n\n**Original report**\n\nCurve Tilt seems to be broken when using tilt. It could be the configuration of the Tool that's being used and the object settings.\nThese may be changes that were added/ done to 3.2 to 3.4.1. Honestly, I have no idea, that's why i am here.\n\n- What I expected to happen? *Draw with the draw tool and the stroke face the viewport so I can see the thickness of the strokes*\n- What happens instead? *Stroke draws randomly miss-aligned to the view randomly giving the appearance of not drawing the stroke*\n- Why's that bad? *Because the user is forced to correct Blenders miscalculation.* \n\nThe objective is to have the 3D curve face front view without any tilt of the points when drawing using the \"Draw Tool\" in edit mode\". Zup method works best for this in the object settings in 3.2.\n\n1. Create is 3D curve \n**Curve Settings:**\n![image.png](image.png)\n\n2. Edit curve delete point.\n\n3. Front view.\n\n4. Select the drawing tool.\n**Drawing Tool Settings:**\n![image.png](image.png)\n\n5. Draw freely in any direction \n6. 3.2 should be no twisting happening with the tilt of the curve. 3.3 twist method is happening twisting is an issue on every setting when using the draw tool. The twisting happens when using the drawing capability. sometimes giving the impression the stroke is not drawing at all\n\nThings to pay attention to working between the tool and the object.\n1. Pen pressure setting on and off.\n2. The twist method seems more consistent in 3.2 working with the current tool settings. Changing this setting of corrected tilt issues that was thought previously to be 3.2 of the Twist (Curve Tilt) method of the object.\n3. in the Tool settings.\n4. The scale of the stroke when drawing.\n5. When there is a floating window the stroke misbehaves in really extreme ways.\n6. Having the stroke in a poly setting mode help the stroke behavior become more consistent\n7. Setting the stroke to bezier can be really unpredictable\n\nFinally, I am going to share this file around with a few communities to see if someone knows why this problem keeps coming up\n\n**Blend File:**\n[Curve Title Broken.blend](Curve_Title_Broken.blend)\n\n**Demo:****Audio is available** in this file. At around **2 minutes 40 seconds**, you can see the random tilt happen. It looks like i draw a stroke and nothing happens. I then rotate the camera and switch mode to **Z Up to show that it doesn't fix the twist**. This behavior seems to happen from any view. Top, bottom, left, right it doesn't matter.\n[Tilt Issue.m4v](Tilt_Issue.m4v)\n\n", "Curve to Mesh node creates wrong face orientation with cyclic profile curve\nOperating system: Linux-6.1.26-x86_64-with-glibc2.37 64 Bits\nGraphics card: AMD Radeon RX 6800 XT (navi21, LLVM 15.0.7, DRM 3.49, 6.1.26) AMD 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\nWorked:\n\nThe `Curve to Mesh` geometry node creates incorrect face orientation when using a cyclic `Profile Curve`. This bug only happens with cyclic profile curves, non-cyclic profile curves work correctly.\n\nInside of the attached `.blend` file there are two identical curves. The left curve uses the curve `Bevel` option. The right curve uses the `Curve to Mesh` geometry node.\n\nThey should produce the same results, but they don't.\n\nThe `Profile` curve is just a standard `Add` -> `Curve` -> `Circle`.\n\n1. Open the attached `.blend` file.\n2. Notice that the curve on the left has the correct face orientation.\n3. Notice that the curve on the right has the wrong face orientation.\n\n", "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)", "Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software.", "Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\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.", "Hair Particles: Deflect Emitter distance will affect all edited hairs on entering particle particle editmode\nWindows 10 Home \nIntel Pentium G4560 \n16 GB\nIntegrated GPU \n\n**Blender 2.79**\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n**Short description of the error**\n\nI have a hair particle system on a mesh emitter and I want to comb hairs with diferent angles. For this I set the Deflect emitter to 0.1 so it stands pretty straight up and comb it . Then I do the same on another part of the mesh but this time setting deflect emitter to 3 and automatically all the combed hairs ( including the 0.1 ones ) are set to 3.\n\n1)Create a cube \n2)aply a subsurface modifier with 4 subdivisions\n3)aply a particle system with hair type\n4)switch to particle edit mode\n5)in tools tab choose comb and set deflect emitter to 0.1 and comb one side of the cube\n6)set deflect emitter to 3 and comb another side of the cube\n7)switch back to object mode ( everything looks ok)\n8)switch to particle edit mode again ( and now the side combed with the deflect emitter set to 0.1 \n is changed to match the side with deflect emitter set to 3 )\n\nAttached file [cube with hairs.blend](cube_with_hairs.blend)\nNote: If we invert step 5 and 6 order the error is not reproduce.", "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.", "Screw Modifier Generate Incorrect Normal for Anisotropic Shading\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nScrew modifier seems generating incorrect normal when used with anisotropic shading/bsdf. The only workaround i can find is to used Edges + Screw Modifier and convert it to mesh which kinda destructive.\nI'm not sure if this a bug or limitation.\n\n" ]
[ "sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)" ]
Bone Roll Calculation creates very unexpected results. windows 7, nvidia Broken: (example: eb4f2b4 ) Bone roll is going bananas when rotating a bone that has local Y aligned to global Z axis. I can add a blend file if necessary. - Create an empty scene. - Add a single bone - enable axes display (in Object Data properties) - go to front view - verify that bone roll is set to 0 - now "r" ... The bone rotates instantly (jumps to) about 45 degree along its y axis, and bone roll jumps like crazy. I expected: - bone roll remains at 0 - bone does NOT rotate along its y axis. - bones Z axis flips such that it always points "as upwards as possible". Go on as follows: - rotate the bone by 90 degrees so that its local Y axis points to global X - set bone roll manually to 0 - now rotate the bone slowly by a total of 180 degrees. The bone no longer rotates along its local Y axis(expected). While the bone rotation goes from 0 to -180, its bone roll goes up to 90 and then lowers again back to 0. And the local Z axis flips when stepping over the 90 degree angle (expected). I expect: - bone roll remains at 0 all the time.
[ "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", "Animation: create a full separate copy of BoneCollections while in armature edit mode\nThis is to avoid touching the main data structures in the Armature datablock while in edit mode, which interacts badly with undo.\n\nRelevant:\n- #111965\n\n", "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n", "Pivot Bone Constraint - wrong offset and pivot\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 617 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.82 (sub 5)\n\nThe \"Pivot\" Bone Constraint is not working right :\n1) offsetting the pivot moves bone in diagonal (instead of along the axis)\n2) the resulting pivot distance is half what it should be\n3) the offset is moving around if parent bone is rotated\n\nOpen provided Blend file :\n1) play with Pivot offset = moves bone in diagonal\n2) rotate Bone 2 = wrong pivot (should be at the bone's tip, not in the middle of nowhere)\n3) rotate Bone 1 = wrong parenting (offset shifts)\n[PivotBoneConstraint_wrong.blend](PivotBoneConstraint_wrong.blend)\n\n**Videos**\nBug 1 : diagonal offset\n[Offset_diagonal.mp4](Offset_diagonal.mp4)\n\nBug 2 : wrong pivot\n[Wrong_pivot.mp4](Wrong_pivot.mp4)\n\nBug 3 : wrong parenting\n[Wrong_parenting.mp4](Wrong_parenting.mp4)\n\nBonus : SETUP\ncreate two parented but unconnected Bones\nadd a \"Pivot\" Bone Constraint (set targent to previous Bone, and Head/Tail position to 1)\n[Setup.mp4](Setup.mp4)\n\n", "Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n", "Bones locked when use_connect is enabled, despite no parent\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nIf a bone has Connected enabled, it's location remains locked, even though it doesn't have a parent. \nIt's not immediately obvious that this is the reason why you can't move the bone. \n\n[2019-08-27 16-34-26.mp4](2019-08-27_16-34-26.mp4)\n\n[cons.blend](cons.blend)\n", "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", "Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)", "Double transform of grease pencil with lattice modifier\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.1\n\nWhen GP layer is parented to bone and then deformed with Lattice modifier, the deformation occurs in incorrect place.\nIn sample file, deformation is simplified to moving all vertices.\n\nHere is original file, where actual deformation occurs, but I think relationships could be optimized a bit:\n[simple eye lattice in gp.blend](simple_eye_lattice_in_gp.blend)\n\n\n[#89943.blend](T89943.blend)\n\n- Open file\n- Move \"handle\" bone - works as expected\n- Move \"base\" bone - not as expected", "Disallow children of constrained bone as IK target\nBlender doesn't support having a child bone as IK target. For example in a parent-to-child chain of bones A, B, and C, you cannot have an IK constraint on bone B that targets bone C.\n\nFrom Blender's UI it's unclear when a child bone is selected as target. It would be nice if it could disable the constraint and show the field as invalid (in red). The fact that Blender doesn't clearly show this as an error leads to reports like #65257 (Very Glitchy Armature).\n\nOne thing that could make an implementation not so trivial is speed; going over the entire parent chain of the target bone could be time-consuming.\n", "Snapping: with cursor as pivot and orientation blender still use object`s local orientation for rotation.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nAs title says. I expect, blender should use cursor`s orientation for «align rotation to target» and allow to rotate object in any position without changing its local orientation.\n\n[2021-07-11_23-03-49.mp4](2021-07-11_23-03-49.mp4)\n\n[untitled.blend](untitled.blend)\n\n\n", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Bone drivers do not copy when duplicated\nMac OSX 10.9.5 and NVIDIA GeForce GTX 470\n\nBroken: 2.77 (sub 3)\nWorked: ?\n\nIf a bone has any driver (on constraint or property) and it is duplicated (shift D in edit mode or \"symmetrize\") the drivers are not copied.\n\nBone constraints, however, copy perfectly and also try to find the correct .L or .R target if applicable.\nThis would save a lot of time if the drivers worked in the same way.\n", "Armature > Symmetrize doesn't symmetrize Inverse Kinematics constraints correctly\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\nWorked: non\n\nWhen one Armature > Symmetrize a bone, the IK constraints aren't correctly symmetrized. For example, IK constraint Limit Z (Min -180°, Max 10°) is symmetrized as (Min -180°, Max 10°), while the proper symmetrized result should be (Min -10°, Max 180°). Note that this behavior is inconsistent with how Limit Rotation constraint works. When using Armature > Symmetrize, Limit Rotation Z (Min -180°, Max 10°) is symmetrized as (Min -10°, Max 180°), which in my opinion, is the correct result.\n\n\n1. Create an armature\n2. Create a bone at (1, 0, 0)\n3. Set Bone Properties > Inverse Kinematics > Limit Z (Min -180°, Max 10°)\n4. Enter Edit Mode\n5. Armature > Symmetrize\n\n", "Armature X-Mirror inconsistencies\nCertain bone properties are not affected by the X-Mirror setting. Which properties were and which weren't affected used to be extremely random and terrible, but a lot of improvements have been made, and now you could sum up the remaining unaffected properties as \"bone properties which have no immediate visual effect in the 3D viewport.\" So, although a lot better than before, it is at least a little bit confusing, since the criteria is so specific and unintuitive.\n\nThese properties are:\n```\nenvelope_weight\nuse_envelope_multiply\nuse_deform\nconnected *\nlock **\nuse_local_location\nuse_endroll_as_inroll\ninherit_scale\nuse_inherit_rotation\n\nbbone_handle_type_start\nbbone_custom_handle_start\nbbone_handle_type_end\nbbone_custom_handle_end\n```\n\n*: Even if you argue that the Connected checkbox itself shouldn't be mirrored, the checkbox has the potential to change the bone's transforms, and these transform changes don't get mirrored until the bone is interacted, and the interaction is finished(not cancelled)\n** Is this option anywhere in the UI? It seems useful, but I only found it by looking at the pyAPI.\n\nSo I think there are a few options:\n- Accept that these options are not affected by X-Mirror and document it in the wiki, either listing them out one by one or using the hopefully accurate description of \"properties that don't show up in the viewport\".\n- Make X-Mirror affect these options.\n- Add another checkbox next to X-Mirror along the lines of \"Include ALL bone properties\"." ]
[ "Bone parallel to world z axis flicking when scale in edit mode.\nwindows 7 pro 64bit,gtx 580\n\nBroken:9c755ef\n\n\nBone parallel to world z axis flicking when scale in edit mode.\n\nAdd an armature, switch to edit mode ,select and scale the default bone." ]
UV Map error 2.80 MacOS 10.14.1 iMac 5K 27" 2017 Blender 2.79b is perfect UV Map. Mark Seam did. Blender 2.80 is mess UV Map Mark Seam did exactly. ***Push the 'U' Key then 'Unwrap"*** I show you youtube about UV/Image Editor and Unwrap 7IE8ohDAsho [UV Image Edit UV Map 2_79b.blend](UV_Image_Edit_UV_Map_2_79b.blend) [UV Image Edit UV Map 2_80.blend](UV_Image_Edit_UV_Map_2_80.blend)
[ "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._", "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", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "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)", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "OBJ/MTL export: problems with map_d imfchan, d\nOperating system: Linux\nGraphics card:\n\nBroken: 3.2.0-alpha+master.bf80dc2bd4ac\n\nWhen exporting an alpha texture to OBJ/MTL, a wrong imfchan is written. Also a wrong d value may be written\n\nI'm using \"Wavefront OBJ (experimental)\" (but the old exporter is the same). Recall that MTL calls alpha \"dissolve\" and specifies it with a factor (d) and a texture (map_d) that are multiplied together. The MTL spec is .\n\n**Problem 1: wrong imfchan**\nUse a texture's Color for Base Color and its Alpha for Alpha.\n\n![ImfchanExample.png](ImfchanExample.png)\n\n\n```\nExpected Actual\n-------- ------\nmap_d -imfchan m Tex.png d 1.000000\n map_d Tex.png\n```\n\nThe -imfchan option specifies \"the channel used to create a scalar or bump texture\", ie. it tells you how to make a scalar texture from a color texture. For example -imfchan r means to make a scalar by taking the red component. The expected MTL uses -imfchan m to take the alpha component (m=matte). The actual MTL omits imfchan and therefore uses the default which \"for bump and scalar textures is 'l' (luminance)\". This is what I'd expect from plugging the image's Color socket into the Alpha.\n\n**Problem 2: socket value being written when unused**\nIn the graph above, unplug the Alpha socket, change its default_value to 0.5, then change your mind and plug it back in. The graph is identical.\n\n```\nExpected Actual\n-------- ------\n(same as above) d 0.500000\n map_d Tex.png\n```\nIt seems the default_value is written as d. The actual MTL file incorrectly says the dissolve from the texture should be halved before being used.", "MacOS ARM64 builds have issues saving WEBP images from 32bpp buffers\nOperating system: MacOS ARM64 buildbot\n\nBroken: 3.6 main 7699c7407d08e79580c36554206f14310f0f56c9\nWorked: n/a\n\nThe newly added `imbuf_save` is failing for certain scenarios but only on MacOS ARM64 builds.\n\nThis is a tracking bug so we can investigate the issue and re-enable the tests.\n\n- Uncomment the 2 WebP tests in `tests/python/bl_imbuf_save.py`\n- Run and observe large deviations in expected pixel values:\n\nThe first failure seems entirely incorrect while the second exceeds our 1% failure threshold @ 0.016.\n\n```\nwebp-rgb-70__from__rgba32.webp\n Mean error = 0.0058668\n RMS error = 0.01072\n Peak SNR = 39.3961\n Max error = 0.0862745 @ (77, 45, G) values are 0.04705883, 0.043137256, 0.0627451 vs 0.13333334, 0.12941177, 0.14901961\n 9791 pixels (59.8%) over 1e-06\n 2354 pixels (14.4%) over 0.016\n\n\nwebp-rgba-70__from__rgba32.webp\n Mean error = 0.00128407\n RMS error = 0.00366359\n Peak SNR = 48.7219\n Max error = 0.054902 @ (112, 62, R) values are 0.5058824, 0.25882354, 0.50980395, 1 vs 0.56078434, 0.3137255, 0.5647059, 1\n 5139 pixels (31.4%) over 1e-06\n 312 pixels (1.9%) over 0.016\nFAILURE\n```\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 ![ex1-gpu.png](ex1-gpu.png) CPU ![ex1-cpu.png](ex1-cpu.png)\nExample 2:\nGPU ONLY ![ex2-gpu.png](ex2-gpu.png) CPU ![ex2-cpu.png](ex2-cpu.png)\nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU ![ex3-fixed-partially.png](ex3-fixed-partially.png)\nExample 4, blender 3.3.0 2022-07-17:\nGPU ![original-gpu.png](original-gpu.png) CPU ![original.png](original.png) Replaced problem faces with 100% white diffuse material ![white.png](white.png)\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. ![ex4.jpg](ex4.jpg)\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)", "Keymap system refactor\nListing issues with the current key-map system.\n\nKey-Map System\n--------------\n\n\n- Timers should be removed from the key-map, since they are for internal operations.\n- Action-zones should be removed from key-maps.\n\n\n\nUser Interface\n--------------\n\n- The ability to re-order key-map items.\n\n```\nThis is important as key-map items are handled in the order listed, with some items passing on to key-map items defined afterwards. \n```\n\n- Ability to select from existing operators list instead of typing in a string (similar to selecting ID's bones... etc).\n\n- Other features:\n\n - Remove duplicate key-map items.\n - Show invalid key-map items (missing operators, reference to invalid menu items... etc).\n - Disallow assigning invalid/duplicate key-map items when using \"Assign Shortcut\".\n\n\nOpen Topics\n-----------\n\nThese are larger issues which need design work, which this proposal doesn't (yet) handle, and it's not clear exactly how these would be handled.\n\n- Exporting key-maps looses the ability to access key-map preferences.\n- Mapping keys from keyboards which have keys not found on a US/English keyboard.\n- Workflow for editing and maintaining custom key-maps could be looked into & improved.", "Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "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", "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)" ]
[ "UVs not unwrapping to 0-1 space in blender 2.8 when unselected in the Image Editor\ni see 2 error in uv.\n1 if i select 1 face, this face big size in uv editor.\n2 if i select all face and pressed unwrap uv , this no created uv.\n![1.png](1.png)\n\n![2.png](2.png)", "UV Plane Unwrap\nDistro: Arch Linux\nGeForce GTX 1060 6GB \ndriver: nvidia v: 415.18\n\nBroken: \nblender-2.80-3b7daa5bf46-linux-glibc224-x86_64\nblender-2.80-5e091de0dc6-linux-glibc224-x86_64\nblender-2.80-798cdaeeb69-linux-glibc224-x86_64\nblender-2.80-02035c34b73-linux-glibc224-x86_64\nblender-2.80-02035c34b73-linux-glibc224-x86_64\nblender-2.80-a421cfa8d31-linux-glibc224-x86_64\nblender-2.80-b43ce7908fb-linux-glibc224-x86_64\nblender-2.80-bb5a96e76ed-linux-glibc224-x86_64\nblender-2.80-db8f662cc98-linux-glibc224-x86_64\nblender-2.80-efd133a9a65-linux-glibc224-x86_64\nblender-2.80-f520f01b46b-linux-glibc224-x86_64\nblender-2.80-f021536babb-linux-glibc224-x86_64\nblender-2.80-a2e209f20a4-linux-glibc224-x86_64\n\nWorked: (optional)\nIn the versions checked by me, does not work\n\nTo remove the cube.\nAdd a plane.\nSwitch to UV Editing.\nSee what the plane UV.\nAny way to enable Unwrap (menu or U key )\nSee how the new UV was generated.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
GN small color pick bug Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30 Broken: version: 3.4.0 Alpha [2022-10-25 11-49-41.m4v](2022-10-25_11-49-41.m4v) not required
[ "Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n", "Grease pencil motion blur color bleeding and noise\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 512.95\n\nBroken: version: 3.2.0\n\nRendering objects in front of grease pencil with motion blur causes bleeding of the color behind the grease pencil and a noisy result independent of sample count.\nThis happens for both the stroke and fill option of the grease pencil.\nThis happens for both Eevee and Cycles.\n\nScene setup and Cycles result (note the orange pixels):\n![image.png](image.png)\nEevee:\n![image.png](image.png)\n\nHave grease pencil between two objects with motion blur enabled.\n[GreasyMotion.blend](GreasyMotion.blend)\n", "UV Editor Header and Windows background colors do not match in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n![image.png](image.png)\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\n", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n![image.png](image.png)\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n![image.png](image.png)\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n![image.png](image.png)\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n![image.png](image.png)\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n![image.png](image.png)", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n![image.png](image.png)\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n![image.png](image.png)", "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", "Clay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop) \nOperating system:\n\nDevice name\tDESKTOP-V97J8T0\nProcessor\t12th Gen Intel(R) Core(TM) i7-12700F 2.10 GHz\nInstalled RAM\t32.0 GB (31.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tPen support\n\nGraphics card:\n\n3070 RTX\n\nBroken: 3.3.1\nWorked: 3.2.2 \n\n\nClay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop). it works fine in blender when i push Wacom Intous tablet on max with pen\n\nVideo Link: 1J_NZ0-1Qqg", "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![Capture.JPG](Capture.JPG)\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![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n", "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", "Line Art errors when rendering small details\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.1\nBroken: version: 3.1.0 Beta\nBroken: version: 3.2.0 Alpha\n\nWorked: version: 2.93.8\n\nLine art when rendering fine edge mark details now produces errors that were not present in 2.93.\n\n**Example of Error**\n{[F12864446](3.0_World_Space.png)}![3.0 Screen Space.png](3.0_Screen_Space.png)\n\n**Expected Results**\n{[F12864444](2.93_Screen_Space.png)}![2.93 World Space.png](2.93_World_Space.png)\n\n\nEXAMPLE BEND FILE: [Line Art Fine Detail Error.zip](Line_Art_Fine_Detail_Error.zip)\n1. Open Example File \n2. Ensure Line Art is enabled\n3. Render Image\n\n" ]
[ "frame background colour doesn't match the colour chosen in the n panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\n![image.png](image.png)\n\n", "Node color is different from color panel\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\n\n\nwhile not a big problem, I think node color in node editor doesn't actually match the color user specified in the panel.\n\nthis looks like a color space conversion problem.\n\n![Screenshot 2022-07-11 135044.jpg](Screenshot_2022-07-11_135044.jpg)\n\n\n- Download the blend file and observe the Position and Frame each has a different green than the input color.\n- Because of this, it is not possible to pick color from node editor view, because it will result in darker color in node editor.\n\n[node-frame-color.blend](node-frame-color.blend)\n\n" ]
Adaptative Subsurf on UV unwrapped object and displacement map Mac OS 10.9.5 Nvidia GeForce GTX 780M 4MB 2.78 RC2 When object is unwrapped and texture is used as a displacement map, the adaptative Subsurf modifier creates automatically an edge split which is not the case with normal Subsurf modifier. With adaptative, an edge split appears. ![Screen Shot 2016-09-29 at 10.09.44.jpg](Screen_Shot_2016-09-29_at_10.09.44.jpg) Without adaptative, no edge split. ![Screen Shot 2016-09-29 at 10.10.18.jpg](Screen_Shot_2016-09-29_at_10.10.18.jpg)
[ "VSE: Blade tool in Hard mode performs a Soft split (+ UI inconsistencies)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 4.0.0 Alpha\nWorked: (unknown)\n\nThe Tool Settings of the \"Blade\" tool let you choose between \"Soft\" and \"Hard\" splits, but both options perform a soft split.\n\nApart from this, there are some UI inconsistencies:\n* The tool is called \"Blade\", but the equivalent operation in the Strip menu is called \"Split\".\n* The tool's settings are called \"Soft\" and \"Hard\", but the equivalent operations in the Strip menu are called \"Split\" and \"Hold Split\".\n* The context menu has \"Split\" but is missing \"Hold Split\". (Maybe this one is intentional)\n* The context menu shows the \"K\" keyboard shortcut, but the Strip menu does not. (As a result of this point and the above, the \"Shift-K\" keyboard shortcut for performing a Hard/Hold Split is not discoverable in the UI.)\n\n* Open the VSE.\n* Add a movie strip.\n* Place the Playhead somewhere in the middle and click Strip -> Hold Split.\n* Delete the strip after the Playhead and drag the right handle of the remaining strip to the right. Notice that the newly revealed frames in the strip are dark blue; they're Hold frames as expected.\n* Delete the strip and re-add it.\n* Select the Blade tool, set the split type to \"Hard\" in the Tool Settings, and click somewhere in the strip.\n* Delete the strip after the Playhead and drag the right handle of the remaining strip to the right. Notice that the newly revealed frames in the strip are *not* dark blue; we got a Soft (non-Hold) split.\n\n", "Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\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", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.", "[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n![bumpmap_broken_highlights.png](bumpmap_broken_highlights.png)\n\nExpected result, using normal map (created from previous bump map)\n![normalmap_correct_highlight.png](normalmap_correct_highlight.png)\n\nMany thanks", "Remove normalization from original coordinate attribute (CD_ORCO)\nFrom #95776:\n\n> The internal CD_ORCO attribute is normalized to 0..1 which is not really helpful, not even as default texture coordinates. It would be good to do some refactoring so these are stored unnormalized and then applying any additional texture space scaling for rendering only.", "Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\n\n", "Multiresolution displacement baking do not work properly\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)", "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)", "Cycles Bake Selected to Active with transparency gives undesirable results\nSystem Information:\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nBroken: version: 2.81 (sub 16)\n\n\nBug or unintended behavior:\nBaking using \"Selected to Active\" does not take into account transparency \n\nHow to reproduce:\nCreate two objects with materials and textures assigned to each;\n```\n One texture to be baked to\n One texture with an alpha channel (optionally a normal map)\n```\n\nIn the shader editor, modify the material of the object with a transparency channel\n```\n Join the transparent textures' alpha into the alpha of the shader that is being used\n (optionally join the color of a normal map)\n```\n\nIn render properties, enable Selected to Active and use an appropriate ray distance\n```\n Finally bake.\n```\n\nResult:\nWhen baking combined or most channels, the transparent areas will assume the color as if it were completely opaque,\nWhen baking normals with transparency, the transparent areas will mix with the normal of the geometry that is being baked to the active selection.\nBoth outcomes are unfavorable when working with transparent cards/ribbons.\n\n[bugreport.blend](bugreport.blend)\n\nI packed the textures edited the project to make the issues that I am having more clear.\n\n{[F8286028](image.png), size=full}\nThere are now 3 overlapping objects with transparency.\nAfter baking normals or color, none of the colors or normals behind the transparent objects appear because the object appears to draw over top without transparency.\nThis example also shows that with full normal transparency, the normal will then be the geometry normal of the object rather than a flat normal or anything that is below the object.", "straighten edges and unfold uv island\nStraighten selection and unwrap unselected vertices\n\n**Starting point**\n\nThe uv has pretty wonky topology. \n\n![image](image.png)\n\n\n**Desired result**\n\nThe selection is straightened and the non selected uv’s of the UV island is unwrapped. Should work on multiple uv islands\n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Remove all pins\n- Pin selection\n- Align auto on selection\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n\n![image](image.png)", "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", "Fill material act weird when two layers masks each other and one of them has Fill Holdout 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 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\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" ]
[ "Missing smooth (face-varying) UV subdivision.\nDebian testing, Nvidia GTX 780\n\nBroken: 2.78 RC2\n\nAdaptive subdiv tears mesh apart along uv seams even if adaptive is unchecked.\nThere are four phases:\n1) Adaptive enabled and displacement set to both -> huge tearing\n2) Adaptive enabled and displacement set to both -> huge tearing (differs a bit)\n3) Adaptive disabled and displacement set to both -> thin tearing and small holes in some uv corners\n4) Adaptive disabled and displacement set to true -> no tearing and bigger holes in some uv corners\n\nOpen the file and hit render in four different conditions.\n\nI think the problem is in the difference in UV smoothing while baking the map and while rendering.\nWhen you bake a displacement map, you are using the only available method for UV smoothing - vertex with valence of 2 is considered a corner and not being smoothed, while all the other valences ARE being smoothed. And I consider it the rightest way to smooth UV, by the way.\nOn the other hand, when we render, we use one of the OpenSubdiv's method for UV smoothing and it's hidden under the hood. You guys tell me which method it is.\nFor example, Renderman, Maya, Mudbox, etc have the option to choose the UV subdivision method, which leads to a ton of problems (on our studio, for example), by the way, when you need to synchronize the smoothing method while sculpting and while rendering. But it would be very nice to have this kind of option to choose in Blender.\n\nI hope i'm not mistaken.\n\nThank you.\n\n|![adaptive_displacement_both.png](adaptive_displacement_both.png)|![no_adaptive_displacement_true.png](https://archive.blender.org/developer/F366503/no_adaptive_displacement_true.png)|\n| -- | -- |\n\n|![no_adaptive_displacement_both.png](no_adaptive_displacement_both.png)|![adaptive_displacement_true.png](https://archive.blender.org/developer/F366505/adaptive_displacement_true.png)|\n| -- | -- |\n\n[subdiv_test.blend](subdiv_test.blend)" ]
Append Undo Crash blender Operating system: Windows-10-10.0.22471-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.0.0 Alpha Worked: 2.93.2 (not test 2.93.5 yet) [2021-10-11 03-44-15.mp4](2021-10-11_03-44-15.mp4)
[ "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Crash 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)", "bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n", "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", "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.", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Crash 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", "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", "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", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n" ]
[ "Using ctrl Z to undo pasting into the image editor with ctrl shift V results in immediate crash of Blender (every time)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nUsing ctrl Z to undo pasting into the image editor with ctrl shift V results in immediate crash of Blender (every time)\n\nsteps to reproduce- paste into image editor then press ctrl z to undo.\n\n", "Crash using Undo after Append a file\nSystem Information\nOperating system: Windows-10-10.0.19041-SP0 64bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 Driver: 4.5.0 NVIDIA 465.89\n\nBlender Version\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-09-16 23:23, hash: a1c65748c40d, type: release\nCaused by 2b2d427bba\n\nBlender crashes when I use \"undo\" inmediately after I append a file.\n\nSteps to reproduce:\n1 - New blend\n2 - Append collection \"Test_Crash\" from Model_Test_2.blend\n3 - Press \"CTRL + Z\"\n4 - Crash\n\n[Model_Test_2.zip](Model_Test_2.zip)", "Blender crashes when undoing after adding an image in node editor\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.10.2 30.0.13025.5005\n\nBroken: version: 3.0.0 Alpha\n\nin shader nodes, if you add an image and then undo it, your blender will crash \n\n\n- add an image node\n- open an image in this node\n- undo\n\n[2021-10-23 00-00-06.mp4](2021-10-23_00-00-06.mp4)", "Crash undoing creation of Viewer or Split Viewer node (compositor)\nOperating system: Linux-5.14.7-2-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.14.7-2-MANJARO, LLVM 12.0.1) AMD 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.0\n\nBlender crashes when using undo after creating a Viewer or Split Viewer node. It does not happen with other nodes.\nIf I deactivate Global Undo, there is no undo at all in the compositor or the 3D viewport.\n\n- In the default scene, switch to compositor\n- Check Use Nodes\n- Create a Viewer or Split Viewer node\n- Undo multiple times until crash occurs\n\nLooks like use after free of `tex`\n\n[P2493: (An Untitled Masterwork)](P2493.txt)\n```\n>\tblender.exe!GPU_texture_free(GPUTexture * tex_) Line 523\tC++\n \tblender.exe!image_free_gpu(Image * ima, const bool immediate) Line 556\tC\n \tblender.exe!BKE_image_free_gputextures(Image * ima) Line 590\tC\n \tblender.exe!BKE_image_free_buffers_ex(Image * ima, bool do_lock) Line 528\tC\n \tblender.exe!BKE_image_free_buffers(Image * ima) Line 540\tC\n \tblender.exe!image_free_data(ID * id) Line 179\tC\n \tblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Line 87\tC\n \tblender.exe!BKE_id_free_ex(Main * bmain, void * idv, int flag, const bool use_flag_from_idtag) Line 164\tC\n \tblender.exe!BKE_main_free(Main * mainvar) Line 191\tC\n \tblender.exe!BKE_blender_globals_clear() Line 184\tC\n \tblender.exe!setup_app_data(bContext * C, BlendFileData * bfd, const BlendFileReadParams * params, BlendFileReadReport * reports) Line 285\tC\n \tblender.exe!setup_app_blend_file_data(bContext * C, BlendFileData * bfd, const BlendFileReadParams * params, BlendFileReadReport * reports) Line 435\tC\n \tblender.exe!BKE_blendfile_read_setup_ex(bContext * C, BlendFileData * bfd, const BlendFileReadParams * params, BlendFileReadReport * reports, const bool startup_update_defaults, const unsigned char * startup_app_template) Line 472\tC\n \tblender.exe!BKE_blendfile_read_setup(bContext * C, BlendFileData * bfd, const BlendFileReadParams * params, BlendFileReadReport * reports) Line 481\tC\n \tblender.exe!BKE_memfile_undo_decode(MemFileUndoData * mfu, const eUndoStepDir undo_direction, const bool use_old_bmain_data, bContext * C) Line 98\tC\n \tblender.exe!memfile_undosys_step_decode(bContext * C, Main * bmain, UndoStep * us_p, const eUndoStepDir undo_direction, bool UNUSED_is_final) Line 195\tC\n \tblender.exe!undosys_step_decode(bContext * C, Main * bmain, UndoStack * ustack, UndoStep * us, const eUndoStepDir dir, bool is_final) Line 216\tC\n \tblender.exe!BKE_undosys_step_load_data_ex(UndoStack * ustack, bContext * C, UndoStep * us_target, UndoStep * us_reference, const bool use_skip) Line 828\tC\n \tblender.exe!BKE_undosys_step_undo_with_data_ex(UndoStack * ustack, bContext * C, UndoStep * us_target, bool use_skip) Line 889\tC\n \tblender.exe!BKE_undosys_step_undo_with_data(UndoStack * ustack, bContext * C, UndoStep * us_target) Line 899\tC\n \tblender.exe!BKE_undosys_step_undo(UndoStack * ustack, bContext * C) Line 907\tC\n \tblender.exe!ed_undo_step_direction(bContext * C, eUndoStepDir step, ReportList * reports) Line 306\tC\n \tblender.exe!ed_undo_exec(bContext * C, wmOperator * op) Line 520\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1363\tC\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2348\tC\n \tblender.exe!wm_handlers_do_keymap_with_keymap_handler(bContext * C, wmEvent * event, ListBase * handlers, wmEventHandler_Keymap * handler, wmKeyMap * keymap, const bool do_debug_handler) Line 2700\tC\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 3027\tC\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3164\tC\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3766\tC\n \tblender.exe!WM_main(bContext * C) Line 650\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 562\tC\n \t[External Code]\t\n\n```\n\n", "Undoing after using \"Import Images as Planes\" crashes blender\nOperating system: Gentoo Linux\nGraphics card: AMD Vega 64\n\nBroken: git master\n\nIf you undo loading an image as a mesh plane with the \"Import Images as Planes\" addon, blender segfaults in the GPU texture free function.\n\n1. Open Blender and activate the \"Import Images as Planes\" addon\n2. Import an image: File -> Import -> Images as Planes\n3. Undo\n4. Segfault\n\nBacktrace:\n```\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000017185b5e in GPU_texture_free (tex_=0x61af0030a340) at /home/zed/prog/blender/source/blender/gpu/intern/gpu_texture.cc:523\n523\t tex->refcount--;\n(gdb) bt\n- 0 0x0000000017185b5e in GPU_texture_free(GPUTexture*) (tex_=0x61af0030a340) at /home/zed/prog/blender/source/blender/gpu/intern/gpu_texture.cc:523\n- 1 0x000000000386e2c1 in image_free_gpu (ima=0x61b000309e88, immediate=true) at /home/zed/prog/blender/source/blender/blenkernel/intern/image_gpu.c:555\n- 2 0x000000000386ec33 in BKE_image_free_gputextures (ima=0x61b000309e88) at /home/zed/prog/blender/source/blender/blenkernel/intern/image_gpu.c:589\n- 3 0x0000000003828f3b in BKE_image_free_buffers_ex (ima=0x61b000309e88, do_lock=false)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/image.c:526\n- 4 0x00000000038290ac in BKE_image_free_buffers (ima=0x61b000309e88) at /home/zed/prog/blender/source/blender/blenkernel/intern/image.c:539\n- 5 0x000000000382500e in image_free_data (id=0x61b000309e88) at /home/zed/prog/blender/source/blender/blenkernel/intern/image.c:177\n#6 0x00000000038eec98 in BKE_libblock_free_datablock (id=0x61b000309e88, UNUSED_flag=771)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/lib_id_delete.c:85\n#7 0x00000000038ef1b4 in BKE_id_free_ex (bmain=0x61c000018088, idv=0x61b000309e88, flag=771, use_flag_from_idtag=false)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/lib_id_delete.c:161\n- 8 0x0000000003941fab in BKE_main_free (mainvar=0x61c000018088) at /home/zed/prog/blender/source/blender/blenkernel/intern/main.c:76\n- 9 0x00000000036ac356 in BKE_blender_globals_clear () at /home/zed/prog/blender/source/blender/blenkernel/intern/blender.c:182\n#10 0x000000000b15cf30 in setup_app_data (C=0x60e000025dc8, bfd=0x619002920c88, params=0x7fffffffc850, reports=0x7fffffffc870)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/blendfile.c:283\n#11 0x000000000b15e616 in setup_app_blend_file_data (C=0x60e000025dc8, bfd=0x619002920c88, params=0x7fffffffc850, reports=0x7fffffffc870)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/blendfile.c:433\n#12 0x000000000b15ea0d in BKE_blendfile_read_setup_ex\n (C=0x60e000025dc8, bfd=0x619002920c88, params=0x7fffffffc850, reports=0x7fffffffc870, startup_update_defaults=false, startup_app_template=0x0)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/blendfile.c:471\n#13 0x000000000b15ea58 in BKE_blendfile_read_setup (C=0x60e000025dc8, bfd=0x619002920c88, params=0x7fffffffc850, reports=0x7fffffffc870)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/blendfile.c:480\n#14 0x000000000b15aafb in BKE_memfile_undo_decode (mfu=0x6190019d6688, undo_direction=STEP_UNDO, use_old_bmain_data=true, C=0x60e000025dc8)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/blender_undo.c:97\n#15 0x000000000a34a309 in memfile_undosys_step_decode\n (C=0x60e000025dc8, bmain=0x61c000018088, us_p=0x60c0002e1f88, undo_direction=STEP_UNDO, UNUSED_is_final=true)\n at /home/zed/prog/blender/source/blender/editors/undo/memfile_undo.c:193\n#16 0x000000000b5ee805 in undosys_step_decode\n (C=0x60e000025dc8, bmain=0x61c000018088, ustack=0x6060000bdaa8, us=0x60c0002e1f88, dir=STEP_UNDO, is_final=true)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/undo_system.c:215\n#17 0x000000000b5f4717 in BKE_undosys_step_load_data_ex\n (ustack=0x6060000bdaa8, C=0x60e000025dc8, us_target=0x60c0002e1f88, us_reference=0x60c0005e1988, use_skip=true)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/undo_system.c:827\n#18 0x000000000b5f4b0b in BKE_undosys_step_undo_with_data_ex (ustack=0x6060000bdaa8, C=0x60e000025dc8, us_target=0x60c0002e1f88, use_skip=true)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/undo_system.c:888\n#19 0x000000000b5f4b3a in BKE_undosys_step_undo_with_data (ustack=0x6060000bdaa8, C=0x60e000025dc8, us_target=0x60c0002e1f88)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/undo_system.c:898\n#20 0x000000000b5f4c6a in BKE_undosys_step_undo (ustack=0x6060000bdaa8, C=0x60e000025dc8)\n at /home/zed/prog/blender/source/blender/blenkernel/intern/undo_system.c:907\n#21 0x000000000a3415ae in ed_undo_step_direction (C=0x60e000025dc8, step=STEP_UNDO, reports=0x6040008dd258)\n at /home/zed/prog/blender/source/blender/editors/undo/ed_undo.c:305\n```", "Ctrl+Z to undo, after adding an image reference, crashes Blender.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0 Alpha\n\nUndoing right after adding a reference image causes Blender to crash\n\nPlace any image as an image reference (in my case, through the Ctrl+A menu).\nUndo back to before the image was placed (in my case, with Ctrl+Z)\nBlender will Crash.\n\n", "Blender freeze and close unexpectedly\nOperating system: Linux-5.4.0-26-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.0.4\n\nBroken: version: 2.93.4\n\nIn all Blender versions of the 2.9x branch, while I use it it freezes three times every 4 minutes or so and then closes unexpectedly. \n\nThis happens by doing anything in Blender{[F10591975](blender-freeze.png)}\n\n", "Draw: Crash on undo after adding new texture\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\nWorked: `54f5c174a8`\nFisrt not working commit: 2b2d427bba\n\nCrash when adding new texture in shader node then pressing undo.\n\n - Open default scene\n - Switch to Shading workspace\n - Add `Image Texture`\n - Create a new Image\n # Undo\n![Animation.gif](Animation.gif)\n\n---\nStack trace:\n```lines\nblender.exe :0x00007FF70934F240 GPU_texture_free C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\gpu\\intern\\gpu_texture.cc:523\nblender.exe :0x00007FF70881BCE0 image_free_gpu C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\image_gpu.c:556\nblender.exe :0x00007FF7087D16E0 BKE_image_free_buffers C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\image.c:539\nblender.exe :0x00007FF7087D0240 image_free_data C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\image.c:179\nblender.exe :0x00007FF708810A80 BKE_id_free_ex C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c:164\nblender.exe :0x00007FF70881DBB0 BKE_main_free C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\main.c:76\nblender.exe :0x00007FF7087C4340 BKE_blender_globals_clear C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\blender.c:184\nblender.exe :0x00007FF708818C60 setup_app_data C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\blendfile.c:285\nblender.exe :0x00007FF708818110 BKE_blendfile_read_setup C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\blendfile.c:480\nblender.exe :0x00007FF7094CB9E0 BKE_memfile_undo_decode C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\blender_undo.c:98\nblender.exe :0x00007FF70907FF60 memfile_undosys_step_decode C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\undo\\memfile_undo.c:195\nblender.exe :0x00007FF708817C70 undosys_step_decode C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\undo_system.c:219\nblender.exe :0x00007FF708817180 BKE_undosys_step_load_data_ex C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\undo_system.c:830\nblender.exe :0x00007FF708817A40 BKE_undosys_step_undo C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\blenkernel\\intern\\undo_system.c:910\nblender.exe :0x00007FF709081590 ed_undo_step_direction C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\undo\\ed_undo.c:306\nblender.exe :0x00007FF709081360 ed_undo_exec C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\undo\\ed_undo.c:520\nblender.exe :0x00007FF708753A20 wm_operator_invoke C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1363\nblender.exe :0x00007FF708751610 wm_handler_operator_call C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2345\nblender.exe :0x00007FF708752E30 wm_handlers_do_keymap_with_keymap_handler C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2697\nblender.exe :0x00007FF7087525C0 wm_handlers_do_intern C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3024\nblender.exe :0x00007FF708751C30 wm_handlers_do C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3164\nblender.exe :0x00007FF70874F030 wm_event_do_handlers C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3766\nblender.exe :0x00007FF7087397C0 WM_main C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm.c:650\nblender.exe :0x00007FF708734FC0 main C:\\Users\\Pratik\\Desktop\\BlenderOSP\\blender\\source\\creator\\creator.c:563\nblender.exe :0x00007FF709493E68 __scrt_common_main_seh d:\\A01\\_work\\12\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nKERNEL32.DLL :0x00007FFA55A87020 BaseThreadInitThunk\nntdll.dll :0x00007FFA572E2630 RtlUserThreadStart```", "Crash when undo the operator which contains load img action\nOperating system: Windows-10-10.0.22471-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\nWorked: blender 2.93.2 (haven't test 2.93.5 or other version)\n\nCrash when undo the operate which contains load img action (bl_option \"UNDO\" not working)\n[2021-10-08 01-24-26.mp4](2021-10-08_01-24-26.mp4)\n\nuse addon import img as plane to load an image, undo with ctrl z, crash \nload an image in the texture property, undo crash\nload an image as references(empty), undo crash\n" ]
Performance in edit mode is slow moving from 2.79 to 2.8 and up Mainrig R 9 3950x stock AMD RX 6900 XT stock 32G 3600 c15 memory Windows 10 Pro, probably latest update as of now. Slow laptop i7 6700HQ Nvidia 960M 16GB memory Windows 10 Pro latest updates SSD's in both systems are NVME, one of the later Samsung models. Broken: 2.8 and up Worked: 2.79 Specifically tested 2.79, 2.83, 2.91. Have a relatively low poly model (100k vertices) and do some basic operations like grab, scale, creating faces. In the old version this is responsive and cpu load is mostly 1-2 cores. Responsive is within 100ms. In the new version all operations feel sluggish and about 10 cores are loaded. Slow is between 0.3-2s, basically unworkable for higher vertex models. Also things like sculpting are really fast even when going to really high vertex counts. It is not my system or a driver since I tested 2 systems. See my stackoverflow post for more details: edit-mode-2-91-very-slow-and-cpu-intensive-compared-to-2-79 One of the blend files in question, if more are needed I will add those: 80BzHF6aMub3zRdZ
[ "Very slow brushstroke in Blender 2.91 compared with older Blender version\nWin 10\n2080 rtx\n\nblender 2.90 and 2.91\n\npainting is very low and produce imprecise brushstroke with blender 2.91 compared with 2.90 (and previous) blender version. \n\nlook at the videos and/or try to paint with the attached file.\nThanks\n[blender_2.91.mkv](blender_2.91.mkv)\n\n[test_painting.blend](test_painting.blend)\n\n[blender_2.90.mkv](blender_2.90.mkv)\n\n", "Slower frame-change with many objects in the scenes collection\nWhen objects are in the scenes collection (instead of a sub-collection), changing frames using left/right keys is slower.\n\nThere is also a slowdown when animation playback restarts.\n\nThis occurs in 3.5x `ab63fe9eab8fd01d4a763199442987191d105c55` and 3.4x release.\n\nTo reproduce the problem:\n\n- With a new file paste the script inlined at the bottom of the report into a text editor and run it.\n- Press Spacebar in the 3D viewport to play back animation.\n- Note the FPS (~13.1 FPS here).\n\n- Start again, doing the previous steps with `USE_SCENE_COLLECTION = True` in the script.\n- Note the FPS is much lower (~3.46 FPS here).\n\n---\n\n#### Explanation\n\n- This is an issue I ran into when investigating why objects in collections were being re-populated during animation playback in some files, see !104553.\n- The cause of the problem is the scene is tagged by the depsgraph (see: `ANIMPLAY_FLAG_JUMPED`). _(note: the jumped flag is set when changing frame via arrow keys & when the animation restarts)._\n- When `ANIMPLAY_FLAG_JUMPED` is set `scene` is tagged with `ID_RECALC_FRAME_CHANGE`.\n- This causes the scene to be copied (see `blender::deg::deg_update_copy_on_write_datablock`).\n- The `scene->master_collection` is copied (non recursively).\n\n - When `scene->master_collection` contains many objects, copying has a noticeable performance penalty.\n - When it only contains some collections, the problem isn't noticeable.\n\n#### Other Notes\n\n- This is mainly noticeable when loading files pre 2.8x which load objects directly into `scene->master_collection`.\n- This report mentions animation playback speed because it's easily measurable, however many other operations trigger this (left/right arrow keys to change frames, every update when dragging scene number buttons \"Sampling\" (Render or Viewport) for e.g.).\n- In the test script the start and end frames are the same to so the playback is continually restarting to accentuate the problem and match the slowdown from changing frames via arrow keys.\n\n---\n\nThis script adds many objects to the factory settings file, hides them, adds some keyframes to the Light and sets the 3D viewport full-screen, ready for animation playback.\n\n\n```python\nimport bpy\n\nUSE_SCENE_COLLECTION = False\nOBJECT_NUMBER = 20_000\n\ndef objects_create(object_num):\n objects = []\n new = bpy.data.objects.new\n for i in range(object_num):\n objects.append(new(hex(i), None))\n return objects\n\n\ndef objects_collection_link(collection, objects):\n link = collection.objects.link\n for ob in objects:\n link(ob)\n\n\ndef main():\n from bpy import context\n\n bpy.ops.wm.read_homefile(use_factory_startup=True)\n\n if USE_SCENE_COLLECTION:\n collection = context.scene.collection\n else:\n collection = context.collection\n\n # Keyframe the lamps location, this is important as without this\n # the scene is not considered \"animated\".\n ob_lamp = bpy.data.objects[\"Light\"]\n ob_lamp.keyframe_insert(\"location\", frame=1)\n\n # The short frame range shows the problem most,\n # as this tags the scene to be tagged to update on frame-change.\n context.scene.frame_start = 1\n context.scene.frame_end = 1\n \n # Attempt max FPS.\n context.scene.render.fps = 1000\n\n objects = objects_create(OBJECT_NUMBER)\n objects_collection_link(collection, objects)\n \n # Hide everything, except the lamp.\n bpy.ops.object.select_all(action='SELECT')\n window = bpy.data.window_managers[0].windows[0]\n area = next(area for area in window.screen.areas if area.type == 'VIEW_3D')\n \n # Hide needs an 3D viewport (but select doesn't, hrm..).\n with context.temp_override(window=window, area=area):\n bpy.ops.object.hide_view_set(unselected=False)\n ob_lamp.hide_set(False)\n \n # Fullscreen 3D view (rule out slowdown from drawing other areas).\n with context.temp_override(window=window, area=area):\n bpy.ops.screen.screen_full_area()\n \n\nif __name__ == \"__main__\":\n main()\n```\n\n", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "Hair particle distribution can be extremely slow\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.96\n\nBroken: version: 2.93.4\nWorked: ?\n\nDepending on the mesh topology, the particule distribution can be extremely slow (render time varying from 9 seconds to 94 seconds for the same number of particles).\n\nFrom my understanding while debugging the source code, most of the time is spent in particle distribution : `BLI_qsort_r` function called by `psys_thread_context_init_distribute` function.\n\nThis is done in the section which states :\n```\n/* For hair, sort by origindex (allows optimization's in rendering), */\n/* however with virtual parents the children need to be in random order. */\n```\n\nIt seems that here, `BLI_qsort_r` hits the worst case O(n²) complexity case, which can happen depending on the input value distribution (see https:*research.swtch.com/qsort or http:*calmerthanyouare.org/2014/06/11/algorithmic-complexity-attacks-and-libc-qsort.html for more information)\n\n1. Open the attached blend file [quadratic_qsort.blend](quadratic_qsort.blend).\n2. Render the image (9 seconds on my machine)\n3. Disable or remove the subdivision modifier on the selected 'Rug' object\n4. Render the image (94 seconds on my machine)\n", "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 freezes with big custom data\nmacOS 10.14\nBlender 2.92, 2.93.0, \n\nI found if I store big data (like 5 millions of points) then Blender will freeze a bit. This is not a huge bug but it would be nice not to freeze blender.\n[tmp1.blend](tmp1.blend)\n\n![image.png](image.png)\n\nFor example, a console looks like this if I do \"print(test2)\". And there is no freeze in the console.\n![image.png](image.png)\n\n- Run the script\n- Hover over the custom properties section. (try to rotate the cube to observe the freeze, beachball may take time to show up)/\n![image.png](image.png)\n\n![image.png](image.png)\nMemory usage rises and falls on every hover.", "Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.", "Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", "Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n", "Cycles: Changing certain settings with `Persistent Data` enabled can lead to extremely long initialization times on re-render\nOperating system: Linux-5.15.0-1-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 changing certain settings on some objects while having `Persistent Data` on in Cycles, can lead to extremely long initialization times on re-renders. For example I may have a particle count set to `10,000,000` and I render the scene for the first time. It takes roughly 2 minutes. Re-rendering the scene only takes 10 seconds because of the `Persistent Data` option. However, if I then **decrease** the particle count to `1,000,000`, the render takes a really long time to start (I waited 15 minutes before giving up)\n\n1. Change the render engine to Cycles.\n2. Change render settings such that the render is quick (lower sample count, turn off denoising, reduce the resolution).\n3. Enable `Persistent Data` in the `Render Properties -> Performance` section of the `Properties editor`\n4. Create a hair particle system with lots of objects. I did this by creating a plane, giving it a hair particle system set to count `10,000,000` and set it to \"render as\" a Suzanne object\n5. Render the scene. Take note of roughly how long it takes for the render to initialize. Roughly 2 minutes for me.\n6. Render the scene again. (I'm not sure why but this steps seems to be necessary)\n7. Reduce the particle count on the plane. I reduced it to `1,000,000`.\n8. Render the scene again. Notice how the render takes a really long time to start. (I gave up after waiting 15 minutes.)\n\nHere is a file that does step 1-4 for you:\n[Persistent Data Long Intialization Time.blend](Persistent_Data_Long_Intialization_Time.blend)\n\n**NOTE:** This is not an out of memory issue, at least from what I can tell. Blender gets nowhere close to using the entirety of my RAM (64GB) or VRAM (24GB) during tests using CPU or GPU for testing.", "New automatic vdb sampling longer meshing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 9)\nWorked: Version before automating raymarching vdb system, old type raymarcher\n\nBefore the new raymarching automatic system, the vdb density parsing and the vdb meshing was really faster. The first rendering time took 4-8 sec and re-rendering after took for this pre-processing just 3-4 second. Now each time it's took for my scene 16-20 sec of pre-processing (auto mode). With custom settings for ray step lowers of few this time (1-2 sec) but the result is bader than before with old raymarcher. If use clipping, the result start to be like blocks / pixel art than the old raymarcher not done this but speedup rendering.\n\nSo great to have control by vdb objects (and have vdb objects) but the step size with same step size than the old raymarcher not produce the same result and is longuer to pre-process. Clipping do blocking effect quite rapidly. With default rendering vdb parameters, the result is good but when need to optimise, the optimisation method done directly blocking result. It's more a return than really a bug, performance / quality return.\n\nJust playing with clipping or ray step and render.\n\n[Debug_VDB.blend](Debug_VDB.blend)\n\n", "Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n", "Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n", "Very slow rendering on RTX 3080!\nOperating system: windows 11\nGraphics card: RXT 3080 (Gainward RTX 3080 Chasing Wind)\n\nBroken: 3.4.1; 3.4; 3.3.1\nWorked: Works on the vega 11 video card built into the processor, also works stably on the CPU. Works on RTX 3080 graphics card with driver 497.29 on all blender versions\n\nAt times while working in the blender program, I encounter absurdly long render times for one frame: oB4BJ5L.png (shreenshot).\n\nI ran render tests on different driver versions (527.56, 522.30, 526.86, 497.29). In all versions of the drivers, after some time, performance dropped hundreds of times, except for driver 497.29. It works stably. Also tests were carried out on blender versions 3.3, 3.4, 3.4.1.\n\nIt would seem that the problem is solved, you can simply install the 497.29 driver and work stably on it, but this is not so. Only blender works on this driver version, other programs crash and require drivers of at least 520. Regardless of the driver version, the video card is always loaded at 100%\n\nI've done some testing and may have found what's wrong. I made a scene with several cubes, a volume and a strong light source, and also set a large sample size.\nResults:\n497.29 driver - 4 minutes 12 seconds (806 MB of video memory used)\n527.56 driver - 3 minutes 45 seconds (806 MB of video memory used)\nAt the same time, the viewport works quickly and responsively in the cycles render mode. Just like I planned\nI also ran a test with a complex scene and then everything got much worse:\n497.29 driver - 22 minutes 51 seconds (8775 MB VRAM used)\n527.56 driver - 35 minutes 37 seconds (8775 MB of video memory used)\nThe viewport is quite buggy and poorly responsive in both versions of the drivers (but this is logical since the scene is complex). In the viewport, the view mode in cycles on the 497.29 driver works as expected - it gradually develops the picture. On the 527.56 driver, cycles almost doesn't work in the cycles view mode (more precisely, it works, but it's even slower than my four-core processor).\nIn render mode 527.56 the driver is unstable. I had to wait 11 minutes for the first sample to load. And I'm still lucky. Sometimes the render time can be 44 hours for a single frame (oB4BJ5L.png)\n\nAs a result, we can come to the conclusion that with the new drivers, the blender is unstable when the video memory is almost completely loaded.\n\nI recorded the workflow of all tests on video in an accelerated version: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link . I advise you to download the video to your computer so that it does not compress when viewed through Google Drive ...\n\n1. Make a complex scene with lots of textures, lots of geometry and use the latest Nvidia drivers.\n2. Engage in scene editing often switching between working scenes\n3. Start rendering the scene at a high resolution and a lot of sampling\nI made a screen recording of the editing process: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link\n.blend: 1MY37OWlYleiusnEbxDuTwIx63F_eQIVK?usp=share_link\n" ]
[ "Fast highpoly mesh editing\n**Status:** Need work plan \"approval\", all tasks listed already. Could use a design / engineer plan and ideally a commissioner (though if the scope here is super technical just having some artists testing may be enough.\n\n---\n\n**Team**\n**Commissioner:** `?`\n**Project leader:** @ideasman42 \n**Project members:** @fclem\n\n**Description**\n**Big picture:** 2.7x level of performance for mesh editing.\n\n**Use cases**:\n* Editing high poly objects with good performance without modifiers.\n* Sample file with 3M avaiable on request, file is ~300MB.\n\n**Design:** #74186 (Proposal for fast high poly mesh editing)\n\n**Engineer plan:** `?`\n\n**Work plan**\n\n**Milestone 1**\nTime estimate: `?`\n\n- [ ] Skip EditMesh to Mesh Conversion [D7169](D7169) (committed)\n\n - [x] Create API function to lazily initialize an edit-mesh objects evaluation mesh #64262\n - [x] Lazily initialize by disabling edit-mesh to mesh conversion in the modifier stack, calling lazy initialization where needed.\n - [ ] Replace lazy initialization with code that uses the edit-mesh, where practical. *(partially done)*\n - [ ] Evaluate production scenes *(yet to be defined)* to ensure that conversion isn't required for common editing operations.\n - [x] Draw manager support deformed edit-meshes, so an edit-mesh conversion isn't required when drawing an edit-meshes deformed cage *(similar to 2.7x support).*\n\n- [ ] Minimize GPU Transfer Overhead\n\n - [ ] Create API functions for tagging edit-mesh changes.\n - [ ] Limit updates to: selection data, active element.\n - [ ] Edge Flags Sharpness Seam\n - [ ] Limit updates to: deformations.\n\n - [ ] Coordinates, Face centers & normals.\n - [ ] Custom normals.\n - [ ] UV-tangents.\n\n - [ ] Limit updates to: custom-data layers.\n\n - [ ] UV coordinates.\n - [ ] UV selection.\n - [ ] Vertex color.\n - [ ] Vertex group color.\n - [ ] Custom normals.\n\n - [ ] Limit updates to: mesh properties.\n\n - [ ] Edge crease.\n - [ ] Edge flags (sharp, seam).\n - [ ] Face flags (freestyle).\n\n\n- [ ] Multi-Thread bmesh to mesh conversion.\n\n - [ ] For evaluation mesh *(uses simplified logic)*. [D6947](D6947)\n - [ ] For the full bmesh to mesh coversion *(uses more complex logic).*\n\n- [ ] Optimize edit-mesh GPU updating code\n\n *Benchmark production files, and investigate if the current code has room for improvement, making necessary optimizations.*\n\n**Milestone 2**\nTime estimate: `?`\n\n- [ ] Partial Geometry Updates\n\n - [ ] Support updating only modified geometry when transforming vertex coordinates.\n\n - [x] Coordinates.\n - [x] Normals.\n - [ ] Custom Normals *(note: need to investigate feasibility)*.\n - [ ] UV-tangents *(note: need to investigate feasibility)*.\n\n - [ ] Support partial updates for custom data layers.\n\n - [ ] UV mapping.\n\n - [ ] Mesh UV coordinates.\n - [ ] Mesh UV-tangents.\n - [ ] UV editor coordinate display.\n\n *note: we may run into diminishing returns with UV layer partial updates for custom-data layers, since only updating a single layer will already give us significant benefits. I'd suggest only to support this if it doesn't add a lot of code-complexity.*\n\n- [ ] Multi-object edit-mode\n\n - [ ] Undo optimization: skip mesh conversion for meshes which aren't modified.\n\n- [ ] BMesh support for the modifier stack.\n\n**Milestone 3 - opensubdiv**\n*Fast mesh OpenSubdiv viewport implementation.*\nTime estimate: `?`\n\n**Unknown Milestone**\n\n- [ ] Multi-thread edit-mesh to GPU data uploading.\n- [ ] Improve geometry buffer configuration (data layout used by the draw manager). \n\n\n**Notes:** Optimizing modifiers is out of the scope.\n\n---\n\n**Relevant links**:\n* #57936 (Mesh modeling performance regressions)" ]
Material Preview icon in the material slots editor crashes out if you undo too fast Ubuntu 17.10, GTX 1080 Broken: b85be88655 This one is a bit hard to reproduce... But pretty much over the past week of using this new version of blender, the undo crashes out when we have been working on a file for around 5-30 minutes. We have tried both global undo enabled and disabled. This usually happens when we ctrl z a few times fast... but has happened on a single ctrl z before as well as ctrl alt z and jumping back around 15 steps. It happens both in Object Mode and Edit Mode. I know there is no reproducible steps... but it is a useability issue. EDIT: I have found a way of reproducing this. Please find attached the step by step process 1. Open attached blend file -- [bug.blend](bug.blend) 2. Add a noise texture in the node editor 3. Connect the Factor into the colour output 4. duplicate the noise texture and drop it onto this link 5. Continue doing this a bunch of times, similar to below: ![Selection_048.png](Selection_048.png) 6. switch to material tab (with all the material slots) 7. mash undo really fast. What we think is happening, is that the material preview icon cant keep up with the undo's and is causing an error. I have also attached the crash log [bug.crash.txt](bug.crash.txt)
[ "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", "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", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n", "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. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "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", "Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n", "Can not undo Node Editor operators in Edit Mode\nOperating system: Linux-5.4.0-125-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0\n\nIf Edit Mode is active (for Curves or Meshes), Undo on Node linking/moving etc. gets ignored.\nIf there is a reason for that, Undo history probably should reflect that, for example by not allowing iterating to steps in Edit Mode that won't match reality.\n\n[undo.blend](attachment)\n - In GN or Shader Editor create a new Node Link.\n - Undo.\n -> Undo History shows a step back, but nothing actually happens.\n\n", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "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", "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", "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)" ]
[ "Crash due to (preview) jobs running during undo step.\nWindows 10, Intel UHD Graphics 620\n\nBroken: \tblender-2.80-7eaf00bfb09-win64\nWorked: (optional)\n\n**Grease Pencil Crash with undo**\n\nIn draw mode, insert a stroke. Draw some lines and shapes in various colours and then try to undo more than 12 times. Results in a crash every time\n" ]
Z-axis overlay persists even when Overelays is toggled off Operating system: Windows Graphics card: Broken: 2.90 Alpha, 83304e44c221b Worked: Unknown **Current & expected behavior** 1. Open any .blend file * show Overlay * Overlays > enable X-axis & Y-axis overlays * hide Overlays * observe: Blender hides X-axis & Y-axis overlays **Current & erroneous behavior** 1. open any .blend file * show Overlays * Overlays > enable Z-axis overlay * hide Overlays * observe: Blender continues to show Z-axis overlay **Unsuccessful methods at hiding the Z-axis overlay** * While Overlays is still hidden, Overlays > disable Z-axis overlay **Successful methods at hiding the Z-axis overlay** * Show Overlays, hide Overlays * Change the Editor Type to something else, then back to 3D Viewport ![image.png](image.png)
[ "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)", "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "Inconsistent behavior of knife tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.13540 Core Profile Context 25.20.14002.1\n\nBroken: version: 2.93.0 Alpha, branch: `master` , commit date: `2021-03-24`, hash: `26b45448abf`\n\n\nAfter confirming the cut ( hit `space` ) , sometimes one or more drawn knife edges disappear ( problem seen with edges . verts does not disappear )\n\n - Select default cube ( any mesh ) \n - Move to edit mode \n - Select knife tool \n - draw cuts with knife tool . Issue is more predictable when initial and final verts of a cut are closer and end vertices near the center of face\n```\n ( not necessary though ) \n```\nVideo :\n( Unpredicted behavior is visible from 13th sec )\n\n [Blender 2021-03-25 14-52-57.mp4](Blender_2021-03-25_14-52-57.mp4)\n\n", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n![gpu_render_broken.png](gpu_render_broken.png)\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n![cpu_render_works.png](cpu_render_works.png)\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n![reduce_children_partially.png](reduce_children_partially.png)\n", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n", "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n", "3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n", "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", "Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.", "PyAPI: Unregistering DATA_PT_modifiers causes wrong panels (such as contraints) to appear in modifier UI\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.83\n\nUnregistering DATA_PT_modifiers causes wrong panels to appear in the modifier UI. \n\nProblem 1: Constraints appear in the modifier UI.\nProblem 2: Grease pencil modifiers appear on other object types. To be more specific, only the main panels appear, not subpanels. \n\nThese problems didn't occur with the old modifier stack. I use this in my Modifier List addon.\n\nRelated: T77541\n\n1. Open the attached file\n2. Run the simple script to unregister DATA_PT_modifiers\n3. Select the grease pencil object\n4. Select the mesh object\n5. Grease pencil modifiers should appear on the mesh\n6. Add some constraints to the mesh\n7. Switch to modifiers tab\n8. The modifiers should appear there (however, now the grease pencil modifiers should no longer be there)\n\n[unregister DATA_PT_modifiers grease pencil bug.blend](unregister_DATA_PT_modifiers_grease_pencil_bug.blend)", "Geometry nodes. Viewer node data late update (delete node and undo)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n**Short Description**\nSpread Sheet editor is not updating when I undo the action of viewer node deletion\n\n**Steps to Reproduce**\n- Open .blend file\n- Delete viewer node\n- undo (You will not see any data in the spreadsheet until click on the viewer node or hovering mouse over spreadsheet)\n\n[#94641.blend](T94641.blend)\n[2022-01-04_20-09-05.mp4](2022-01-04_20-09-05.mp4)\n", "Annotations is rendering in off Overlays\nOperating system: Linux-5.11.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nWhen I toggle off Overlays and make Viewport Render, Annotations are stored in render result.\n\n\n\n - Draw Annotations \n - toggle off Overlays \n - click Viewport Render\n\n\n[Screencast-2022-01-11_20.56.29.mp4](Screencast-2022-01-11_20.56.29.mp4)\n", "Simple Deform Modifier - Bend Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional) possibly never?\n\n'Simple Deform' modifier - 'Bend' mode performs as expected if mesh extends along X axis or Z axis. Performs unexpectedly (similar to Taper mode) if mesh extends along Y axis\n\nStart with new 'general' scene.\nSelect default cube\nAdd 'Array' modifier with values for relative (or constant) offset as: X=2, Y=0, Z=2 (so it extends along X and Z axis)\nSet 'Count' to 6 to have 6 cubes along the X axis\nAdd 'Simple Deform' modifier\nSelect 'Bend' mode\nDefault values for Bend mode will be Axis: X and Angle: 45\nMesh will bend as expected around X axis - each cube is rotated around a vector from origin along X axis keeping the expected shape\n![bend_X.png](bend_X.png)\n\nChange Axis to Z\nMesh will bend as expected around Z axis - each cube is rotated around a vector from origin along Z axis keeping the expected shape\n![bend_Z.png](bend_Z.png)\n\nChange Axis to Y\nMesh rotates along vector from origin along Y axis, but tapers. \n![bend_Y.png](bend_Y.png)\n\nThis behaviour is very similar to how the Taper mode works\n![taper.png](taper.png)\n\nPlaying with the angle values for each axis will clearly illustrate the issue. Changing angles on X and Z axes bends as expected. Changing angles on Y axis tapers and stretches.\n\nI've seen similar reports here that may be talking about the same thing, but they've been closed down as expected but unintuitive behaviour. I hope this shows that this is more likely a bug rather than simply unintuitive, as bending on both other axes works as expected.\n\nThanks all.\n\n[bend_X.blend](bend_X.blend)\n" ]
[ "Viewport Axes not toggling correctly when 'Floor' and 'Grid' are turned off\nBroken: version: 2.90 (sub 0)\n\nViewport axes are not toggling correctly when \"Floor\" and \"Grid\" are both turned off. It works when either of them is on. \n\n\n[Axes_bug.mp4](Axes_bug.mp4)" ]
Odd Eevee performance issue Operating system: OSX 10.15.1 Graphics card: D 700 Broken: v2.80, v2.81 beta (07968604ab19) Eevee performance drops drastically depending on order of materials on an object. [rep1.blend](rep1.blend) 1. Open blend file 2. Switch viewport to "Rendered" 3. Notice performance is normal 4. Select circle, and Select the material Material.006. 5. Click the up arrow so that Material.006 comes before Material.001 in the list. 6. Observe performance drops drastically The geometry doesn't seem to matter. No errors in the terminal either. If I can help test in any other way, please let me know.
[ "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "Crashing/unexpected results while rendering custom Node-defined volumetric materials\nOperating system: Linux-5.6.0-2-amd64-x86_64-with-glibc2.29 64 Bits\nGraphics card: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.36.0, 5.6.0-2-amd64, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.91.0 Alpha\nWorked: Never\n\nWhen rendering the attached .blend file, Blender frequently crashes or at the very least fails to render properly. It seems to be something to do with the materials I've defined for Evee to use.\n![rendering-difference.png](rendering-difference.png)\n\n[#79682.blend](T79682.blend)\n- Open file\n- Render animation", "Performance test and notes regarding multires\nDaniel Bystedt and Dalai Felinto had a catch up meeting 11:th of May. During that meeting we talked a bit about sculpting. Dalai asked me to create this task and to add a test file and some more info which is detailed below.\n\n**Computer and Blender specs**\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\nversion: 2.92.0\n\n\n**Blend file**\n[orc_head_5_subd_v001.blend](orc_head_5_subd_v001.blend)\n\n**Switching symmetry on/off**\nSwitching symmetry on/off is something a user does quite often in order to not make human faces (for example) look totally mirrored when sculpting. It’s a bit surprising that it is so slow when the vertex count is high. \n\n@PabloDobarro explained via chat: *The lag from turning on/off symmetry is because of a BVH rebuild. Symmetry is a property of meshes, so each time a property of the mesh changes, it considers it as a change in geometry and rebuilds the BVH again. It should be possible to do a more proper tagging of these changes to avoid this, which will fix this multires and any other future system we can make.*\n\n|Vertex count| Time to switch symmetry on/off\n| -- | -- |\n|10 million| 3 s 7ms|\n\n**Subdivide performance**\nSubdividing when vertex count will be above 1-3 million is usually rather slow. The user only have to subdivide the model once when sculpting a model so it’s not a frequent thing that you do. If it could be made faster it would be a nice improvement though\n\n|Vertex count| Time subdivide with multires|\n| -- | -- |\n|subdiv 2.6 million > 10 million| 16 s 5 ms|\n\n**Switching sculpt levels performance**\nSwitching sculpt subdivision levels is something the user does quite often, so if it is fast it would be great. The performance is not terrible though.\n\n|Vertex count| Time subdivide with multires|\n| -- | -- |\n|2.6 million > 10 million| 1 s 8 ms|\n\n\n**Performance investigation starting point**\n- Run a profiler to see if we do not have obvious bottlenecks and see that all threads are occupied\n- Measure exact memory footprint of OpenSubdiv topology. If it is not terribly big, can cache those on different levels while being in the sculpt mode\n- Look into sparse patch tables. This seems to be a solution to a specific of OpenSubdiv which is related on a single-threaded nature of topology construction\n- Run quick and dirty check whether using GPU evaluation brings 10x speedup (quick and dirty is because doing proper integration is not trivial and you don't want to do it if the speedup is not that great)\n- Check whether all tools are properly multi-threaded\n- Make ID_RECALC_PARAMETERS to work for non-geometry properties of meshes (to mitigate the symmetry lag)", "Geometry nodes material index attribute not working correctly on generated/instanced geometry\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\nFYI, the history on this:\nprior to 1a81d268a1 this was working in editmode (but not objectmode)\nafter 1a81d268a1 no material was shown in the viewport at all\nthen with 6583fb67c6 we had first material showing again, but setting index was not working in either objectmode nor editmode\n\nchanging the material_index attribute does not seem to have an effect on created/instanced data, even though the material index seems to change accurately in the spreadsheet and the material slots are set to `Object` type. What is especially strange about this is that the issue does not persist for cycles rendering.\n[geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4](geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4)\n(same for geometry generated with a primitive node)\n\nOriginal file:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\nUpdated to fields:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\n", "Eevee AO produces a thinner result on inside edges then it does for outside edges using the same settings for both.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: Tested on 3.0 through 3.3.1 RC all have same issue.\n\nAO with Eevee inside and outside edges produce different width Occlusions. the inside width (in green) in the attached images is noticeably thinner. Cycles AO appear to be equal.\n\nEevee:\n![EeveeBoxes01.jpg](EeveeBoxes01.jpg)\n\nCycles:\n![CyclesBoxes01.jpg](CyclesBoxes01.jpg)\n\nReview file contents\n[testEdges.blend](testEdges.blend)\n\nOpen file, review result of this Node Tree:\n![image.png](image.png)\n\nAs an example: From the Node setup above I need to set the lower (green lines) AO Nodes \"Distance\" to 0.030 to get the same width results that I get when I set the upper (red lines) Node \"Distance\" to 0.010\n", "Eevee: UV map tangent forces first UV layer when in edit mode\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\nWhen entering edit mode Eevee seems to always use the first UV layer for the tangent information, even when another UV layer is specified.\nI thought maybe it would fallback to the UV layer set to `active render`, but that doesn't seem to be the case.\n[UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4](UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4)\n\n[UV_tangent_edit_mode_eevee.blend](UV_tangent_edit_mode_eevee.blend)\nFrom file:\n- toggle edit mode and object mode\n\nFrom scratch:\n- create second UV layer on default object\n- rotate UVs\n- create shader with tangent map of second UV map\n- toggle edit mode and object mode\n\n", "abc very slow\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 1.2\n\nBroken: version: 3.5.0\n\nhello sorry, I am writing for help with an .abc object. It is extremely slow when playing and I need to have two of them , so this makes everything very heavy. It is an animated waterfall of 10 seconds. Also when I try to assign a material it doesn't work.\nIs there a way to make a lighter format?\n\nI import the .abc object and press play, it works but very slowly. when I press render animation, the render is not moving.\nI tried to reimport it as an mdd file but It doesn't work.\nThank you very much\n\n", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "Lights with radius 0 produce a dark ring in EEVEE\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: blender-2.91.0-02677ec4e0fa-windows64\n\nIn EEVEE, objects with certain roughness values have a ring inside the specular highlight in which there is no light, when the light source has a radius of 0. Changing the radius to have a higher value makes the ring go away. Setting the value to near zero values such as 0.002 will still have the ring, but smaller. Both distributions GGX and Multiscatter GGX have the problem. Only the lights with a radius parameter have the ring (point and spot lights). Area lights use a size parameter and behave differently, so they do not have this issue. Sun lights have an angle parameter instead, and the fact that they are treated as having an infinite distance may also play a role.\n\n![specular_ring.png](specular_ring.png)\n[specular_ring.blend](specular_ring.blend)\nOpen blend file\nSet mode to rendered view\nNotice a dark ring around the specular highlight\nChange radius to value over 0.005\nThe ring goes away", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "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)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "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", "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.", "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\">", "Slow EEVEE timeline scrubbing when using Scene World material\nOperating system: Arch Linux\nGraphics card: Intel UHD 620 (`iris` with `INTEL_DEBUG=reemit`)\n\nBroken: `0781c22ceedc`, `2.90`\nWorked: \n\n\nScrubbing through the timeline on an empty scene is slow when viewing through EEVEE and Scene World enabled, even though the node graph for it is a simple Background Shader node.\n\nThis also happens when *nothing* is connected to World's material output.\n\n[slow_scrub.mp4](slow_scrub.mp4)\n\nYou can see in the first part of the video, when using LookDev and have Scene World disabled, the scrubbing is relatively fluid and very close to the cursor. After enabling Scene World you can see that the scrubbing is lagging behind the cursor.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Create a new scene\n2. Delete everything (not really necessary)\n3. Try scrubbing the timeline without Scene World in LookDev\n4. Try scrubbing the timeline *with* Scene World in LookDev\n5. Notice that the latter is less responsive\n\n**Note**\n\nI have only experienced this on this GPU (probably due to its low-performance), however I still feel this is a weird bug." ]
[ "Performance degradation of Principled Shader in Eevee when metallic is turned off\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn Eevee, when I turn metallic from 1.0 to 0.0 in principled shader, viewport becomes *extremely* sluggish.\n\nSee the attached .blend file.\n\n[CSGBox1.blend](CSGBox1.blend)\n\nFollow these steps to observe the problems:\n\n - Open the .blend file\n - While in solid mode, rotate around the scene and notice great performance.\n - The renderer should be set to Eevee but make sure that it is.\n - Switch to rendered or lookdev mode (same problem will occur in both).\n - Rotate around the scene and notice great performance.\n - Make sure the object called \"Knobs\" (an array of knobs) selected and the shader editor shows the Knobs shader.\n - In the Principled Shader, change Metallic from 1.0 to 0.0.\n - Rotate around the scene and notice extremely sluggish performance. Not sure if this is something specific about my mesh or not.\n", "Blender 2.8 completely slows down by applied materials in Evee in rendered view\niMac 21' 2018, MacBook Pro 15' 2018, Mac Pro 2019 (MacOS Catalina 10.15.3)\nGPUs: AMD 555X Pro, AMD Radeon Pro 560, AMD Vega 56, AMD Vega II 32GB respectively \n\nThis issue is present since Blender 2.8 beta and is still present in the latest 2.82. I did redo it on multiple Macs I have access, running MacOS Mojave or Catalina.\n\nRendered view Eevee; \n4 objects: Cone, Plane, Cube, Icosphere (See uploaded blend-file)\n - Cone: Cone material\n - Plane: Plane.material\n - Cube: Cube material\n - Icosphere: Icosphere material \n\n\n - Material settings of cone, make viewport, or actually the whole of blender 2.8 very slow\n - When deleting cone, Blender returns to normal\n - When hitting CMD-Z to undo the deletion, it brings back the cone, and Blender slows down again.\n - When applying the Cone material to the Cube, Blender works fine again (!!)\n - When undo-ing that, and applying the Cone material to the Icosphere, Blender stays slow\n - Removing the red cube, makes Blender fast again (undoing that, Blender becomes slow again)\n - Removing Icosphere, Blender stays slow\n - Applying cone.material to Icosphere, Blender stays slow\n - Applying then the cone material to the Cube, then Blender becomes fast again. \n - Redoing previous steps, results stay the same.\n - Saving this project and opening it again: Same result\n\n\n - Changing the cone-material itself (giving the subsurface a value of 0.0) speeds blender up again.\n - Giving subsurface a high(er) value blender is still fast\n - Going back to the subsurface value of 0.036364 and Blender is slow again...\n- But the above three steps don't always work that way. \n\n- Putting the metallic shader blow 1.0 does the trick and makes it fast again.\n[Blender bug-slow.blend](Blender_bug-slow.blend)" ]
Crash on selecting a material tab with a specific material Windows 10, gtx 1060 2.8 alpha 2 ![ice_screenshot_20181112-172025.png](ice_screenshot_20181112-172025.png) When object with a specific material selected and I swith to material tab it's craches (material example attached with the file), also watch the video for a full step. [ice_video_20181112-171910.webm](ice_video_20181112-171910.webm) [crash_on_select.blend](crash_on_select.blend)
[ "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "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.", "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", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ", "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", "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/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) ![image.png](image.png)\n- Or it spawns a blank popup ![image.png](image.png)\nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```", "blender 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", "Crash probability opening .blend with imported USDs\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 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)" ]
[ "Crash generating material preview icons with a Normal Map node that uses Tangent Space and specific UV\nLinux Mint 19, Nvidia 860M\n\nBroken: build of Nov. 6th ( 798cdaeeb69)\n\n\nCrash when clicking on shader tab in properties\n\n* Open file in attachment\n* Go to shader tab on properties\n* Crash\n\nIn attachment:\n* File\n* Sys info\n* crash.txt\n\n[system-info.txt](system-info.txt)\n[boombox.crash.txt](boombox.crash.txt)\n[boombox.blend](boombox.blend)", "import gltf 2.0, select material, crash\n{[F5759650](chair.glb)}{[F5759607](https://archive.blender.org/developer/F5759607/system-info.txt)}Operating system: win 8.1, x64\nGraphics card: GeForce GTX 765M/PCIe/SSE2\nSee `system-info.txt`\n\nBroken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-29 15:57, hash: 26d5a3625ed, type: Release\n\nAfter importing attached `chair.glb`, select 'Leather_node' and go to materials. Blender crashes immediately\n\n- Import `chair.glb`\n- Select `Leather_node`\n- Hit materials" ]
Keyframe doesn't update in compositor node Operating system: Linux-5.4.0-3-amd64-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.59 Broken: version: 2.82 (sub 7) Worked: (optional) Input a keyframe in any node can't be update in next frames - use any node. - keyframe the first frame - Try to keyframe the next frame. It pops back to the first frame value. video attached. [compositor keyframe bug.blend](compositor_keyframe_bug.blend) [bug.mp4](bug.mp4)
[ "Contents of \"Viewer Node\" image block do not get updated \nThis might not necessarily be a bug, but may be a feature request. I apologize in advance for being very unprofessional here. I don't think my problem is necessarily relevant to the way I build Blender of the system hardware I use. I've seen the same problem over and over on different systems. Anyways, I compile Blender from source as follow on a freshly-installed Ubuntu:\n\nHere's how I set up Ubuntu after installing it:\n\n```\napt-get -y update && apt-get -y install locales \\\n make \\\n\t\t\t\t\t dpkg \\\n wget \\\n bzip2 \\\n libglib2.0-0 \\\n libxext6 \\\n libsm6 \\\n libxrender1 \\\n g++ \\\n gcc \\\n xvfb \\\n libyaml-cpp-dev \\\n\t\t\t\t\t git \\\n cmake \\\n\t\t\t\t\t vim \\\n\t\t\t\t\t curl \\\n\t\t\t\t\t ca-certificates \\\n software-properties-common \\\n\t\t\t\t\t python3 \\\n python3-pip\n```\n\n\n```\ngit clone blender.git\ncd blender\ngit checkout 8ef39d5c882896bd75e0d4d17fb3e3d4710fc768 # Blender 2.79\ngit submodule update --init --recursive\ngit submodule foreach git checkout master\ngit submodule foreach git pull --rebase origin master\n\nblender/build_files/build_environment/install_deps.sh --source=/blender-git/\n\nPPATH=\"$(which python3)\"\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\nmake -j 7\nmake install\n```\n\nI want to do a very simple thing but it seems that it's becoming very complicated to do it. I have described what my problem is [here ]]. I do not necessarily want to simulate clicking but it turns out that I cannot update the contents of 'Viewer Node' image block. Finally, I thought the best way would be to automatically have backdrop enabled. So I followed the instructions given [[ https:*blender.stackexchange.com/questions/72742/depth-data-works-but-not-in-background-mode | here ](https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont) by *Sebastian Koch* thinking that I should be able to dynamically add/remove view nodes and update the contents of the image block automatically. Although I could access to the pixels, but But this does not happen!\nI wrote the right code to do exactly what I show in [this video ]] but the pixels in \"Viewer Node\" image block do not get updated, as they do in the video. Not only that, I tried activating newly-added Viewer nodes manually (as described [[ https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont | here ](https:*youtu.be/YCv5qdKLkZo)) but I am still unsuccessful in updating the pixels in the image block. I also tried removing the image block in Python and then continue adding new Viewer nodes. But from the time I remove the image block its contents will always be zero even if I redo the rendering.\n\nThe only way I could successfully update the contents of the image block was after, first, I followed *Sebastian Koch*'s solution and then wrote some code to remove/add all nodes and their links to get either depth map or surface Normals and did the rendering again. But the whole point of me trying to store pixels into Numpy arrays was to avoid doing re-rendering to get around the IO overhead. I could have instead stored two files (for both depth map and Normal maps) throught two Output nodes with rendering only once.\n\nFirst, if this behavior does not look like a bug, I would appreciate the community provide me an easy solution to do what I want. Second, It would be great if you can improve Blender's Python API and add ways of easily accessing rendering results in memory so that people like me who want to do millions of rendering do not need to deal with the delays cause by IO to transfer rendering results from memory to hard drive and can easily store the results into Numpy arrays and store them on disk in chunks. \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", "Materials animation doesnt show up in animation actions editor\nOperating system: Linux-5.8.18-300.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: never\n\nMaterials animation doesnt show up in animation actions editor\n\n[#82522.blend](T82522.blend)\n- Open blend\n- keyframes for nodetree actions will be visible in the Graph Editor\n- keyframes for nodetree actions will be visible in the DopeSheet\n- keyframes for nodetree actions will be visible in the NLA Editor\n- keyframes for nodetree actions will **not** be visible in the Action Editor and appropriate Action cannot be selected from the dropdown\n\njust make a base color of material animated and then see that its not in action editor\n\n![1.jpg](1.jpg)", "Boolean Modifier not working \nOperating system: Windows \nGraphics card: Nvidia Geforce GTX 770\n\nBroken: 2.93.4\nWorked: 2.90\n\nIf one tries to apply the boolean modifier \"Difference\" it does nothing. In previous version it functions.\n\n1. Download the Blender File from above \n2. There a 3 objects in the collections. The objects are in the positive xy-quardant. (Sorry that they are not centered)\n3. If one tries to apply the modifier on the Frame object there is no error message but the frame object doesnt get modified.\n\nGreetings Philip \n\nTest File:\n[#71360.blend](T71360.blend)", "Keyframing Corner pinning in compositing is inconsistent\nOperating system: windows 10\nGraphics card: Nvidia geforce GTX 1050 Ti\n\nBroken: 3.3.0\n\n\nWhen using the background X symbols to drag and drop corners with corner pinning, only the topmost value of each vector is keyframed\nExample image(wanted to edit a meme):\n![image.png](image.png)\n\n- Open attached file\n- Single Render to Update Compositor\n- Move the Corner Pins\nor\n- Arrange nodes as seen.\n```\n{F13601679}\n```\n- Select the corner pin node\n- Try to keyframe the location of the second image/video, using auto keyframes and the background viewport manipulators.\nOnly the topmost (X) value gets keyframed\n\n[Corner pin.blend](Corner_pin.blend)\n", "Keyframes with stereoscopy button doesn't work in animation, individual frame works\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\nWorked: never, tested 2.75a (when Stereoscopy was introduced) and 2.79\n\nWhole animation is render with stereoscopy ignoring on/off animation keyframes. \n\nwith stereoscopy \"on\" insert a keyframe on it, move few frames and turn off stereoscopy and insert a keyframe. While rendering animation (my setup is FFmpeg with mp4 coding) all frames are rendered as stereoscopic. I attached an example file with render result. I was expecting to have half of this animation as stereoscopic and half normal. Originally I discovered it in a situation where I was swapping cameras (binding to video marker). \n\nOpen file, render frames 39-40-41 individually.\nin viewport change set frame to 39\nRender animation (5 frames)\nin viewport, set frame to 41, \nRender animation \nnotice difference in the two. \n[T76353Stereoscopy.blend](T76353Stereoscopy.blend)\n\n[bug reportstereoscopy.blend0001-0250.mkv](bug_reportstereoscopy.blend0001-0250.mkv)\n", "Grease Pencil keyframes not updating after GPencilFrames.copy()\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\nCopied keyframes do not update with Grease Pencil Layer\n\n- Create a new document with the 2D Animation template\n- Draw a shape \n- (Note by @iss) It may be necessary to make new keyframe at later frame, see video\n- Run the below script in the Text Editor\n# Run the \"Grease Pencil Test Script\" command from the Draw Menu\n\nThe Grease Pencil data isn't updating in the Viewport unless the playhead is going backwards, a keyframe is deleted, or if the keyframes are added to a new `GPencil` object. I believe the issue is because the keyframes generated with `GPencilFrames.copy` are missing the layer update for some reason. If I use `GPencilFrames.new()` and copy every attribute manually, this issue does not happen. In the below code, I am updating all of the data I know to be possible.\n\n```\nimport bpy\n\ndef main(context):\n active_layer = context.active_gpencil_layer\n frames = active_layer.frames\n start_frame = frames[0]\n frame_numbers = [frame.frame_number for frame in frames]\n\n for frame in range(start_frame.frame_number, context.scene.frame_end+1):\n if frame in frame_numbers:\n continue\n new_frame = frames.copy(start_frame)\n for i,start_stroke in enumerate(start_frame.strokes):\n new_stroke = new_frame.strokes[i]\n for p,start_pt in enumerate(start_stroke.points):\n new_pt = new_stroke.points[p]\n new_pt.co[0] = start_pt.co[0]+(frame*0.5)\n new_frame.frame_number = frame\n\n gpencil = context.object\n gpencil.data.layers.update()\n for l in gpencil.data.layers:\n l.frames.update()\n for f in l.frames:\n f.strokes.update()\n for s in f.strokes:\n s.points.update()\n\n gpencil.data.update_tag()\n context.view_layer.depsgraph.update()\n context.view_layer.update()\n bpy.ops.gpencil.recalc_geometry()\n\nclass GPENCIL_OT_simple_operator(bpy.types.Operator):\n bl_idname = \"gpencil.simple_operator\"\n bl_label = \"Grease Pencil Test Script\"\n\n def execute(self, context):\n main(context)\n return {'FINISHED'}\n\ndef draw(self, context):\n self.layout.operator(GPENCIL_OT_simple_operator.bl_idname)\n\ndef register():\n bpy.utils.register_class(GPENCIL_OT_simple_operator)\n bpy.types.VIEW3D_MT_draw_gpencil.append(draw)\n\ndef unregister():\n bpy.utils.unregister_class(GPENCIL_OT_simple_operator)\n bpy.types.VIEW3D_MT_draw_gpencil.remove(draw)\n\nif __name__ == \"__main__\":\n register()\n```\n\nPlease disregard the step where I put the GP Object into Edit mode & create a new keyframe. This step is not necessary to seeing the `GPencilFrames.copy` bug.\n[duplicated_frame.mp4](duplicated_frame.mp4)\n\nNot sure if the bug will show consistently, but here is the scene file:\n[Grease_Pencil_Data_Bug.blend](Grease_Pencil_Data_Bug.blend)", "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", "Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)", "Hotkeys conflict between Shader Nodes, Compositing Nodes, GeoNodes and Texture Node Editor.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\nI have hotkeys on frequently used nodes in shader editor. When I switch to Compositing, first of all I have hotkeys already assigned to similar nodes (I did it in shader editor, but they are automatically assigned in compositing). Secondly, I get an error in Compositing - Not a shader or geometry node tree.\n\n1) Apply the \"I\" button to the \"Invert\" node in the shader editor\n2) Switch to Compositing or Texture Node Editor\n3) Call the invert node with the I button\n\nYou get the following error \n```\nPython: Traceback (most recent call last):\n\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 138, in invoke\n result = self.execute(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 129, in execute\n self.create_node(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 92, in create_node\n node = tree.nodes.new(type=node_type)\n\nRuntimeError: Error: Cannot add node of type ShaderNodeInvert to node tree 'Geometry Nodes'\n\nNot a shader node tree\n\nlocation: <unknown location>:-1\n```\nbandicam_2021-11-26_16-53-56-020.mp4\nNode_Conflict.blend\n\n", "Hidden sockets in Compositor don't stay hidden when we duplicate any node or render starts\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nThis seems more like a cosmetic problem and is more a really small bug but it is nevertheless \nvery annoying - especially with big compositing setups.\n\n - > Hidden Sockets - hidden with CTRL-H are showing up and are not hidden anymore\n[6vWCy01EPQ.mp4](6vWCy01EPQ.mp4)\n\n\n\n - - Create Renderpasses with more then 3 Outputs\n - - open up CompositorEditor \n - - Press CTRL - H twice to hide all unconnected sockets\n - - hit Render or duplicate any node\n\n", "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", "Geometry Node: Sculpt mode doesn't cause update due to editing\n## SIMPLE REPORT:\n\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: Never\n\n\nObjects with geometry nodes do not update if dependent on the object that is currently being sculpted.\n\n[2023-01-14 13-13-37.mp4](2023-01-14_13-13-37.mp4)\n\n\n1. Duplicete default cube.\n2. Add Geometry Node tree on copy, add `Object Info`, choose other one cube, connect geometry to group output.\n3. Select other one cube, go to sculpt mode, do anything.\nCube with geometry node does not according to sculpted one\n\n## USER REPORT:\n\nOperating system: Windows 10 Pro\nGraphics card: Geforece RTX 2080\n\nBroken: 3.4.1 Stable\nWorked: not sure\n\n\nGeometry nodes network is not updating when in sculpt mode. It's updating fine when in edit mode.\n\nI have nodes basically adding differences in point positions from one mesh to another -\n![liveconnectionSculpt.gif](liveconnectionSculpt.gif)\n\n![liveconnectionEdit.gif](liveconnectionEdit.gif)\n\n[sculpt_mode_update.blend](sculpt_mode_update.blend)\n\n![Screenshot 2023-01-14 120957.png](Screenshot_2023-01-14_120957.png)\n\n\n\n- Create an object(=A) and add a geometry nodes modifier\n\n- Duplicate the object(=B), and use it's object info in the first objects geometry node\n\n- Connect object B geometry, position and ID into a sample index node, sampling a vector on a point\n\n- Subtract the vector coming from the sample index from object A's position\n\n- Connect the result to the offset\n\n- Try moving verts on object B in edit mode and see object A updating\n\n- Try moving verts on object B in sculpt mode. Object A is only updating when switching from sculpt mode back to object mode.\n\nBased on the default startup or an attached .blend file (as simple as possible).", "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![image.png](image.png)\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)", "Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n" ]
[ "Showstopper: 2nd keyframe for image sequences can't be set in compositing\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nbuild date: 2020-02-13, 01:56:46\nplatform: Windows\n\nWorked: 2.81\n\nThis is a heavy issue for me, because I'm using the compositing every day and must go back to v 2.81 because of this one.\nIt's impossible to set a second fac keyframe for all nodes, where fac is implemented.\n\n1. Go to Compositing\n2. Create an image node and select an image sequence or set a single image to sequence\n3. Connect the image node to a mixer node (same with alpha blend etc.)\n4. Set a keyframe for a fac value\n5. Choose another frame and try set a second keyframe for the fac value\n- > Not possible\n\nAttached an example scene.\nOpen it and try to change the fac value for the mixer node.\n\n[blender_compositing_bug01.blend](blender_compositing_bug01.blend)\n\n![blender_compositing_bug01.gif](blender_compositing_bug01.gif)" ]
Dark artifacts when overlapping alpha planes in cycles Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.90.0 Beta Flat planes that contain alpha transparency will create black artifacts when they overlap within cycles. When using a typical workflow for creating things like low poly grass, whereby multiple planes containing alpha transparency are duplicated and close together, there's some pure black artifects that appear in the overlap, but not just within the overlapping planes - It also appears when looking at one 'collection' through the alpha'd areas of another. As though the alpha part of the plane is not entirely devoid of visual information. Sorry I tried really hard to describe that but it's instantly noticable visually. Effect is entirely absent in Eevee and only shows up in cycles. Using the attached file and with cycles activated, pan around the grasses and you'll see. Try looking at the white grass while looking through the alpha areas of the other white grass. And in general, just pan around the grasses. Blend modes/shadow modes are, to my knowledge, correctly configured. ![Capture.JPG](Capture.JPG) [grass.blend](grass.blend)
[ "Realtime compositor: Texture node output textures with artifacts\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nTexture node support was introduced in 151a53110c\n\nIn realtime compositor, Texture node outputs textures with artifacts.\n\n![TextureNodeTest.png](attachment)\n\nIt happens with most procedural textures I tested. This does not happen when a custom image is used, or when Blend texture is connected from the Value output (instead of the Color output) of the node. (With other textures it happens with both outputs.)\n\nThis does not happen when running Blender with a single thread (`blender -t 1`)\n\nFile for quick test: [TextureNodeTest.blend](attachment)\n\n", "Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)", "Sculpting produces weird shading artifacts\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 sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n|![Screenshot_2022-03-08_10-59-39.png](Screenshot_2022-03-08_10-59-39.png)|![Screenshot_2022-03-08_11-00-01.png](https://archive.blender.org/developer/F12906842/Screenshot_2022-03-08_11-00-01.png)\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|![Screenshot_2022-03-08_11-00-11.png](Screenshot_2022-03-08_11-00-11.png)\n| -- |\n", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "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.", "shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility", "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![image.png](image.png)\n![image.png](image.png)", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**![bug1.jpg](bug1.jpg)\n![bug2.jpg](bug2.jpg)\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable", "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", "Cycles GPU/CPU render difference with more than 64 transparent bounces and coplanar faces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\n\n\nWhen using particle plane with transparency ( to fake volume scatter ), we have a color mismatch between CPU and GPU rendering. \n\n\n see attach file\n\n![blender_pBLAZsKwWA.png](blender_pBLAZsKwWA.png)\n\n[cpu_gpu_issue.blend](cpu_gpu_issue.blend)\n \n", "Cycles misses intersections when objects are too close\nBroken: 2.79b\n\nWhen two objects are too close, Cycles can miss intersections.\nIn the attached file, there are two intersecting semitransparent planes (at the center).\nIf the color is green or pink it indicates that the ray only intersected one plane.\n\n- Open the attached .blend file and render.\nNote how the line where the planes intersect has a coloured border.\n[transparent_planes.blend](transparent_planes.blend)", "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![overlapping_volume_bug.jpg](overlapping_volume_bug.jpg)\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" ]
[ "Cycles Alpha (mask) broken\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nMaterial with Alpha transparency incorrect display in Cycles\n\nCycles\n![bug_234.png](bug_234.png)\n![bug_235.png](bug_235.png)\nEevee\n![eevee_234.png](eevee_234.png)\n[234.blend](234.blend)\n" ]
New Sculpting Operator dont obey short cut to brushs Operating system: Linux-4.19.69-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21 Broken: version: 2.81 (sub 12) Worked: (optional) when in sculpting workspace and working with mesh filter / move / rotate / scale and press c or x to back to clay brush or draw brush or any other brush it stuck to the operator and don't obey the shortcut, i don't know maybe this its normal behavior i know maybe this is a lazy person like me to mention something like this but i can also save a seconds or maybe minutes per sculpting processes editing mesh using mesh filter operator then press c or x to switch to sculpting bursh it don't do it, i have to press brush manually
[ "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", "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", "How to handle edit-mode face/edge select-modes without any face/edges.\nBased on this report #41562,\n\n----\n\nSimple example of the problem:\n\n- Add a Circle\n- Enter EditMode\n- Select Face Mode\n- Select All (AKey)\n- Grab *(Nothing happens)*\n\n----\n\nIf you have a mesh without faces in edit-mode and use face-select for example,\nQuite a lot of tools don't work usefully.\n*(same for edge select-mode on a mesh containing only vertices, but for purpose of discussion - just talking about faces for now).*\n\nLists of tools which fail when edges/vertices are selected but no faces exist.\n\n- Transform Grab/Rotate/Scale does nothing.\n- Extrude does nothing.\n- Inconsistent de-select-all verts and edges (AKey) - *(but border/circle/mouse select dont work).*\n- *...Likely others exist, off hand these are the ones I can find...*\n\nThere are some possible solutions.\n\n- Automatically switch out of face mode *(when entering edit-mode - doesn't solve problem completely since you can remove all faces while editing)*\n- Make tools support this configuration *(need to check how to support for each tool).*\n# Make tools report a warning when its not supported (or add support when it makes sense), *otherwise - assume users know what they're doing and not attempt to second-guess their actions.*\n\nFor this design issue, Id like to come to some agreement on a good way to handle this case.\n\n----\n\nSome things to consider regarding automatic select-mode switching:\n\n- Users may temporarily remove all faces, so changing select-modes automatic for the users could disrupt their workflow.\n- Switching modes automatically could break scripts (and generally give unpredictable behavior).\n- Checking if the mesh has faces isn't really reliable since you may have hidden faces which is like having no faces from the users POV.", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Mulitres: Grab brush + 'Grab Active Vertex' option seems not intuitive or broken 3.2\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nWorked: (In 3.1 sort of?)\n\nI am not sure if its a bug but here we go:\nWhen you add a mulitres modifier to an object and try to sculpt on it with the grab brush it works.\nIf you enable Grab active vertex in the Brush settings it looks broken to me. Even in 3.1 the vertex are displaced from the original and impossible to grab. \n\n1. Start blender\n2. Add a sphere\n3. Add a multires on lvl 1 or 2\n4. Using the grab brush in sculpt mode works until you enable the grab active vertex option.\n\nThe blend file has the setup just try in sculpt mode the grab brush and the options.\n\n\nOn a side note the bug report said win 10 but i run win 11. It seems not to recognized my system.[GrabActiveVertexBUG.blend](GrabActiveVertexBUG.blend)", "Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n![image.png](image.png)\n- Turn symmetry off and try it again:\n![image.png](image.png)\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n![image.png](image.png)\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n![image.png](image.png)\n", "Sculpt mode. Layer brush. Persistent base breaks with local mode.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\n\nIf I set persistent base in default mode and go Local, i loose persistent base. Same for Local→Main\nI can't rememeber if persistent base or sililar thing used in another area. But I assume, it may be broken too.\n\n[2020-12-16_17-15-04.mp4](2020-12-16_17-15-04.mp4)\n\nsummon @PabloDobarro ", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. ", "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![image.png](image.png)\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", "Auto-Masking: Propagation Steps needed as a global setting\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nThe auto-masking options in sculpt mode are accessible per-brush and a s global sculpt mode option.\nThe issue is that the \"Propagation Steps\" for Mesh Boudnary and Face Set Boudnary auto-masking as still always a per-brush setting, \neven when accessed and changed in the header.\n\nThe Propagation Steps needs to be stored as a global sculpt mode settings as well.\n\nHeader for global settings:\n![propagation_steps.png](propagation_steps.png)\n\nBrush Settings for per brush settings:\n![image.png](image.png)", "sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)", "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", "Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)" ]
[ "Sculpt Mode: brush shortcut keys don't work when a tool other than the brushes is active\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBlender 2.81 Alpha, September 23, 23:12:42 - 5a6ab6f59468\n\nIn Sculpt Mode, when a tool other than the brushes is active (Mesh Filter, Transform / Move / Scale / Rotate, etc.), shortcut keys to activate a brush don't work anymore. You need to select a brush from the Tool menu to activate a brush.\n\n1. Control + N ➔ New File ➔ Sculpting.\n1. Activate a transform mode (Transform / Move / Scale / Rotate).\n1. Now press a brush keyboard shortcut, like 'C' for the Clay brush, 'X' for Draw, 'G' for Grab, or Shift + C for Crease.\n1. No brush is activated and you remain stuck in the current mode.\n1. To activate a brush you need to click a Tool menu button, which is cumbersome.\n\nI guess this is not a bug, but I do think it is unnecessary behaviour that slows down workflow. Would love to see it tackled.\n\nThanks." ]
Cycles normal map wrong with box mapping and no UVs I7 + nvidia geforce 880m Broken: 02a01b3 (version hash in splash) in the attached file, there are two exactly same cubes with same material. The material textures are all mapped from geometry position -> box texture mapping. The camera is positioned so that you can see an artifact on the left cube. The left cube doesn't have UV's, the right one has. If you remove UV's on that one, the artifact reappears, and same in the opposite direction. just render the attached file. [bugmapping.blend](bugmapping.blend) ![image.png](image.png)
[ "EEVEE-Next: Refactor renderpass storage\nCurrently render-passes are allocated in multiple texture buffers.\nThey take a lot of binding points and currently prevent the deferred pipeline to output diffuse color correctly.\n\nThe plan is to combine all render-passes into the same array texture and use an associated UBO containing offset to the layer of each pass type.\n\nThis would very similar to the AOV support.\n\nAnother direct benefit of this would be that the GBuffer encoding could be simplified.\n\n", "Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n", "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![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.", "Cycles does not generate the exact same images when a scene is rendered twice\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia 2070 Super\n\nBroken: master\nWorked:\n\n\nThe results generated by Cycles are not 100% deterministic.\nAs a consequence path guiding ( #92571 ) can not be implemented deterministically.\n\n\n1. Start Blender and open a scene like `monster`\n2. Render the scene with 64spp and store the result as exr image (e.g., monster-run-0.exr).\n3. Repeat 1. and 2. and save the result as exr again (e.g., monster-run-1.exr).\n\n4. Use an image comparison tool such as tev (tev) and compute the difference. \n\nYou will see that, even if both renderings were performed on the same machine, the resulting images have minor differences.\nNote: It might be necessary to scale the diff-images to see the errors.\n\nRun 0:\n![Screenshot from 2022-10-10 15-50-37.png](Screenshot_from_2022-10-10_15-50-37.png)\nRun 1:\n![Screenshot from 2022-10-10 15-50-41.png](Screenshot_from_2022-10-10_15-50-41.png)\nDiff:\n![Screenshot from 2022-10-10 15-51-15.png](Screenshot_from_2022-10-10_15-51-15.png)\n\n\n\n\n\n \n\n\n \n\n \n\nBased on the default startup or an attached .blend file (as simple as possible).", "Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)", "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)", "Unwanted camera movement\nOperating system:\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.6.1, 2023, non of the versions I have tried has worked \n\n\nI have enabled the feauture to \"fly around\" by pressing shift + f. When you press those buttons you will be able to fly using W D A S keys. Sometimes when I use this feauture it works fine but after a while it starts bugging. For example I use this tool for zooming in on objects really close and when this bug comes in this happens: I go really near the object and everything looks fine but when i left click like your supposed to do the camera moves places. It usally starts just moving a little, but the closer you get to an object the more it moves. Like it snaps out of place.\n\n\n- click shift + F \n- move near an object (cube) \n- left click to settle the camera\n- and see how it moves\n\n", "Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n", "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![image.png](image.png)\nUnless a solidify mod is added to the active.\n![image.png](image.png)\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", "bump map off/wrong for panoramic camera\nMy apologies if I overlooked a bug report while searching for an existing one. I wasn't able to find one about the problem described below however, so here goes:\n\nWindows 7/CPU and Windows 10/GTX 1060\n\nBroken: 2.79b and build 9d59851ca3d\n\n\nWhen using a bump map with a panoramic camera, the bump map looks like a an overlay of itself with a shifted copy. See image below, which is just a plane with a bump map texture to simulate engraving.\n![panoramic.png](panoramic.png)\n\nWith a perspective camera, the bump map looks as expected:\n![perspective.png](perspective.png)\n\nSee attached .blend file.[bump_pano_perspective.blend](bump_pano_perspective.blend)\n\nRender the scene or turn on rendered preview, with the fish eye camera selected. The result is the first image. \nThen switch to perspective camera in the scene tab and render again or see the preview. The result is the second image. \n\nThanks a lot for looking into this!\n", "Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)", "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", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)", "Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n", "straighten edges and unfold uv island\nStraighten selection and unwrap unselected vertices\n\n**Starting point**\n\nThe uv has pretty wonky topology. \n\n![image](image.png)\n\n\n**Desired result**\n\nThe selection is straightened and the non selected uv’s of the UV island is unwrapped. Should work on multiple uv islands\n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Remove all pins\n- Pin selection\n- Align auto on selection\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n\n![image](image.png)" ]
[ "Problems with normal map in box mode.\n\nProblems with normal map in box mode (Everything can be seen in the screenshot).\nProgram updated today.\n\n![Clip2net_190212130223.png](Clip2net_190212130223.png)\n\n[Bug.blend](Bug.blend)\n" ]
Problems with normal map in box mode. Problems with normal map in box mode (Everything can be seen in the screenshot). Program updated today. ![Clip2net_190212130223.png](Clip2net_190212130223.png) [Bug.blend](Bug.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", "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)", "Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).", "Drawing API improvement\nWe should be able to replace BGL entirely, to make the API compatible with Vulkan/... in the future.\n\n- - [x] view matrix access.\n- - [x] geometry API (GPUBatch).\n- - [ ] image drawing.\n- - [ ] push/pop attributes.\n- - [ ] enable/disable options (smooth, lighting, depth-test, blend... etc).\n", "Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.", "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.", "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!", "Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).", "Mesh tool to 'unsplit' while preserving custom normals\nSome exporter generate split geometry to preserve 'sharp edges' (like Blender used to do not so long ago). However, now that we support custom normals, it would be nice to have e.g. an object-mode 'unsplit' modifier to remove doubles while preserving custom normals.\n\nSee #47540 for a usecase.", "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", "\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion." ]
[ "Cycles normal map wrong with box mapping and no UVs\nI7 + nvidia geforce 880m\n\nBroken: 02a01b3 (version hash in splash)\n\nin the attached file, there are two exactly same cubes with same material. The material textures are all mapped from geometry position -> box texture mapping.\nThe camera is positioned so that you can see an artifact on the left cube. The left cube doesn't have UV's, the right one has. If you remove UV's on that one, the artifact reappears, and same in the opposite direction.\n\njust render the attached file.\n[bugmapping.blend](bugmapping.blend)\n\n![image.png](image.png)\n" ]
VSE video output color is different Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.2.0 Beta When I keep the default settings with VSE, and output as h264 in mp4, the rendered result is somewhat different from the original video color, Color management settings seem to be fine. Using other transcoding tools such as handbrake does not have this problem. ![cm.png](cm.png) [20220520_10.24_501.mp4](20220520_10.24_501.mp4)
[ "Missing visual representation of multiple selected color channels (`Blender Light` theme)\nOperating system: win10 64\nGraphics card: 1050ti\n\nBroken: (example: 2.91, default light theme)\nWorked: (2.79b)\n\nThis is how it was in 2.7x when selecting multiple RGB channels:\n![select.jpg](select.jpg)\n In recent versions it misses visual representation of how many channels are selected until changing values to see if slider has been updated (left - nonselected, right - all channels are selected):\n![non_sel.jpg](non_sel.jpg)\n\n\n - Open default scene\n - Go to material tab\n - Left mouse click any color slot\n - Left mouse click first color channel and hold it\n # While holding, slide cursor below to cover all channels\n\n\n", "Add support for \"Channels\" to the Color Attributes\n_This design task is part of a request from a major game development studio who is actively using Blender in production._\n\nCurrently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA)\n\nThis is a proposal to add a \"Channels\" panel to the User Interface, similar to the \"Channels\" tab found in many popular 2D drawing packages.\n(Attached is a screenshot from https://www.photopea.com . We would not include the \"RGB\" entry or the layer preview)\n\n\nThe proposed \"Channels\" panel would most likely be a sub-panel of the existing \"Color Attributes\" panel, although this part may be subject to change following user feedback.\n\nThe \"Channels\" panel would have four entries corresponding to:\n * Red (i.e. The red channel of the Color Attribute)\n * Green\n * Blue\n * Alpha \n\n**This first part corresponds to the \"User Interface\" portion of the task. (Including serialization of the UI state.)**\n\nEach of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible.\nIf only one channel is visible, the associated channel would render as gray-scale if the viewport is in \"Vertex Paint\" mode, and potentially in other visualizations also.\nIf the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero.\nIf the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255)\nIf no channels are visible, the visualization will render black.\n\n**This second part represents the \"Visualization\" portion of this task.**\n\nIn addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior.\nThe selection state will affect the operation of the \"*Paint*\" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc.\n\n**This third part represents the \"Modification\" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.**\n\nIt is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user.\n\nNote also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.\n\n", "Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "Blender 2.91.0 Alpha - Blender cannot export proper image when containing smooth gradient of Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nISSUE is appearing when you try to save-as and export an RGBA image as .PNG etc, out of Blender result looks completely different by color, different brightness, etc. (3), not only in Photoshop but also in Windows Viewer.\n\n1. Open the attached blend file\n2. Press render\n3. Save-as RGBA ... .PNG file format, etc. save on your local device\n4. Open the outputted image in any program or viewer and compare again vs blend file to see the difference \n\n5. By the way .EXR format looks correct, but not the PNG. Once I render the.EXR needs to convert all the sequences to.PNGs once again \n\n[ISSUE-RENDERING.blend](ISSUE-RENDERING.blend)\n\n![Blender_Rendering_issue.PNG](Blender_Rendering_issue.PNG)\n", "\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n", "Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n![VB_GPU_MB.png](VB_GPU_MB.png)\n- Switch off motion blur:\n![VB_GPU_noMB.png](VB_GPU_noMB.png)\n- Switch to CPU and turn motion blur back on:\n![VB_CPU_MB.png](VB_CPU_MB.png)\n- And finally CPU without motion blur:\n![VB_CPU_noMB.png](VB_CPU_noMB.png)\n\n", "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![TheWetland1.png](TheWetland1.png)\n\n", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "VSE 2.0: Performance\nThis task is to keep track of performance-related topics which needs to be addressed in order to achieve pleasant video editing experience. If any of the topics needs any deeper consideration and discussion it is to become a sub-task of this one.\n\nFlat assorted list of performance and memory-usage related topics:\n\n* - [x] Seek in video files is rather slow, feels measurably (2x) slower compared to seek in VLC with the same video file.\n\n* - [x] Proxy file generation is slower than realtime. Sometimes only time code (TC) is needed, so, probably, the solution is to allow generating TC without scaled-down video. Encoding of different resolution should be possible to do in separate threads.\n\n* - [ ] Color strip puts ever frame in cache. Simple to reproduce: crate new 4K project, add black color strip with the duration of entire 250 frames, playback. In theory, the final VSE frame cache should be able to re-use final strip frame.\n\n* - [x] Image strip caches every frame. Similar to the color case: adding and stretching image to occupy multiple frames will lead to way higher memory usage. This makes memory usage way higher in projects like story board, where edit consists of handful of image strips, and every image is stretched to occupy a frame range.\n\n* - [x] Image strips performs read-from-disk on every frame. Again, leads to worse performance for story-board like edit.\n\n* - [x] Moving image and cached video strips while being under the playhead is very slow. In 2.79 VSE the strip cache was attempted to be re-used as much as possible. Image strips should not be doing re-reads at all, video strips should reuse frames which are already in the cache.\n\n* - [ ] Operate in preview resolution. Operating and caching on original 4K images just to make the result be 320x240px in preview is very wasteful. Operation and cache should use the preview resolution. This will lower memory usage for all types of projects, and will make VSE faster when a lot of effects are used.\n\nFor the caching related topics see #80278 as well.", "UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected", "Generic Input in a Group Node displays as Grayscale, when it is in fact neutral.\nSolution: \n\n![Capture.PNG](Capture.PNG)\n\nIn the example above, the only change would be that the socket next to the Input would be empty instead of gray. This would fix the wrong impression that it's a Grayscale input - it's not, it's neutral as Sergey stated.", "Grayscale TGA image renders incorrectly in the linear colorspace\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.4.1, 3.5, and 3.6 hash: 498287bca0e2\nWorked: version: 3.3.5\n\nWhen using a grayscale TarGA (tga) image texture in the linear colorspace, the material is rendered incorrectly in the 3d viewport. I attached two images of how it looks in 3.3.5 and 3.5.0.\n\n![blender_3.3.5.jpg](attachment)\n\n![blender_3.5.0.jpg](attachment)\n\n1. The image must be a grayscale tga file with no alpha channel (I attached one - test.tga),\n2. Create an image texture node, load the image and set \"Color space\" to \"linear\",\n3. Connect the node to the \"Base Color\" input of the Principled BSDF shader node.\n\nReverting changes made in commit 37533cd6cb0fcd6e92906cfcec911330df27f52c fixes the issue.\n\n", "VSE: Frame Overlay incorrectly applies Transform to reference frame, ignores keyframes\nOperating system: Ubuntu 20.04.2\nGraphics card: AMD® Verde\n\nBroken: 2.93.3\nWorked: don't know\n\nWhile Frame Overlay is active and set to \"Reference\" or \"Rectange\", the video sequencer applies transformations to the reference frame even when that frame has a different transformation keyframed. The expected behaviour is that the reference frame looks exactly as it does when that particular frame is active.\n\n - Open attached file [vseoverlaytransform.blend](vseoverlaytransform.blend)\n - Note that Frame Overlay is active and Overlay Type set to \"Reference\"\n - Alter the Rotation parametre of the text strip\n - Note that the displayed frame transforms as you change the value\n - Disable Frame Overlay and jump to the first frame\n - Note that the transformation parametre has a keyframe at 0 deg, but the displayed text is still rotated\n - Press Ctrl-R (Refresh All) and note that the text jumps back into its unrotated state\n\n", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n" ]
[ "FFMpeg color offset\nOperating system: Win7x64, Ubuntu18x64\n2.80 beta\n\nFiles encoded through FFMpeg.h264 in Blender show up with a consistent color space offset (warmer and different gamma) in other software/players/viewers, but are viewed \"as saved\" if opened in Blender. At the same time h264 files produced in other software are open in Blender with no noticeable color shift, but re-rendering them through Blender introduces it.\nSame content rendered into other formats, like PNG, does not have such effect.\nAt first I thought those are my codecs on a windows machine, but the output/behavior is the same on Ubuntu.\n\nGiven that the h264 files produced elsewhere are open in Blender without matching \"negative\" color offset (at least one I could see), could it be that FFMpeg in Blenders is set up to default to some particular color space for encoding?\n\n[cc-test.zip](cc-test.zip)\nOpen, render animation, compare to what is in the source image in any other software.\n\nEdit:\nTrying to reproduce the issue on command line ffmpeg it was found present unless some flags are used.\nFlags:\n- vf scale=out_color_matrix=bt709\nare needed for other programs to read colors identical to png.\nPlus these:\n- color_primaries 1 -color_trc 1 -colorspace 1\nare needed to make Blender recognize the converted colors again properly.\n" ]
Render Crash **System Information Windows 10 64 bits Graphics card: 2 Nvidia Geforce GTX 970 SLI Blender-2.1rc1-windows64 Crash. Blender crash when I want to render when I am in particles edition menu Based on the default startup or an attached .blend file (as simple as possible). [crash test.blend](crash_test.blend)
[ "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", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "Particle systems render wrong on frame 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.5 Release Candidate\n\nA particle system renders moving particles in the wrong place on frame 0, if particles are spawned (=Frame Start) before frame 0.\n\n1. Create a particle system\n2. Set Frame Start to something smaller than 0 (with bigger negative numbers the effect is more obvious, so f.e. Frame Start = -20) (the effect is even more obvious if \"End\" is set to 0 or close to 0)\n3. Set particle object to render (Render -> Render As -> Object; Select Instance Object)\n4. Setting timeline start to 0 and rendering the frames, the wrong particle placement in frame 0 is clearly observable in relation to the next few frames. \n\nMoving the whole project/particle system timing to later frames manually, fixes this location jump. This shows, the problem is only the frame being 0.\n\n[particle_system_bug.blend](particle_system_bug.blend)\n", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "blender 3.0 cannot render this file with audio\nProcessor\tIntel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz\nInstalled RAM\t16.0 GB (15.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\n\nEdition\tWindows 11 Home\n\nGraphics Card: NVIDIA GeForce RTX 2060 \n\nThis problem happens only with these files, It works fine with other files.\n\nI think that I have setup rendering props ok, Using mp3 for audio output.\nThis file will render video only. It will also render audio audio only from the render tab. \nI have tried any number of combinations of audio and video output (mp4, mp3, etc).\n\nI have tried for weeks to solve this, with no success. Please help. \n\nThank you for your attention,\n\nRoberto Collins Lazo\n\nKept trying different starting and ending points for the video. Rendering only audio crashes with more than a short starting and ending points.\n\n\n**Steps to reproduce**\n[#94586.blend](T94586.blend)\n\nOpen file and render animation. No sound is rendered.", "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", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Crash 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", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "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", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n" ]
[ "Crash on Particle Edit, then Render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\nHard crash, after Particle Edit\n\nHair editing, completed, Disconnect Hair (or Discount All) F12 to Render, full crash.\nI have not been able to find out how to \"Commit\" the Edits to the Particle Hair edits, so I can go back and increase the Number.\nDid a Google search on variations of this topic. Tried the Disconnect Hair as a last choice, Render, Crash.\n\n", "Crash when rendering in (hair) Particle edit mode\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 396.54\n\nBroken: version: 2.80 (sub 74)\n\n**How to reproduce:**\nOpen blender, add hair particle system to the cube, go to particle edit mode, F12 render -> crash \n\n**Note:**Doing the same but using the normal particle system will not lead to a crash\n\n**Stack trace when the crashs happens:**\n\n```\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x000055555725137b in psys_copy_particles (psys_dst=0x7fffc1d50d08, psys_src=0x0) at /home/vitor/blender/blender/source/blender/blenkernel/intern/particle.c:747\n747\t if (psys_dst->particles != psys_src->particles) {\n(gdb) bt\n#0 0x000055555725137b in psys_copy_particles (psys_dst=0x7fffc1d50d08, psys_src=0x0) at /home/vitor/blender/blender/source/blender/blenkernel/intern/particle.c:747\n\n#1 0x0000555558019257 in pe_get_current (depsgraph=0x0, scene=0x7fffe82d4008, ob=0x7fffed7e9208, create=0)\n at /home/vitor/blender/blender/source/blender/editors/physics/particle_edit.c:344\n- 2 0x00005555580192c9 in PE_get_current (scene=0x7fffe82d4008, ob=0x7fffed7e9208) at /home/vitor/blender/blender/source/blender/editors/physics/particle_edit.c:358\n- 3 0x0000555558018759 in PE_poll (C=0x7fffed446188) at /home/vitor/blender/blender/source/blender/editors/physics/particle_edit.c:103\n- 4 0x0000555558018894 in PE_poll_view3d (C=0x7fffed446188) at /home/vitor/blender/blender/source/blender/editors/physics/particle_edit.c:139\n- 5 0x0000555557754aee in wm_paintcursor_tag (C=0x7fffed446188, pc=0x7fffbae05808, ar=0x7fffe82d9dc8)\n at /home/vitor/blender/blender/source/blender/windowmanager/intern/wm_event_system.c:3115\n- 6 0x0000555557754b93 in wm_paintcursor_test (C=0x7fffed446188, event=0x7fffb6505988) at /home/vitor/blender/blender/source/blender/windowmanager/intern/wm_event_system.c:3133\n- 7 0x0000555557755744 in wm_event_do_handlers (C=0x7fffed446188) at /home/vitor/blender/blender/source/blender/windowmanager/intern/wm_event_system.c:3350\n- 8 0x000055555774857b in WM_main (C=0x7fffed446188) at /home/vitor/blender/blender/source/blender/windowmanager/intern/wm.c:417\n- 9 0x00005555570b0dd4 in main (argc=1, argv=0x7fffffffda88) at /home/vitor/blender/blender/source/creator/creator.c:500\n(gdb) print psys_dst\n$1 = (ParticleSystem *) 0x7fffc1d50d08\n(gdb) print psys_src\n$2 = (ParticleSystem *) 0x0\n\n```" ]
Hold Split in video sequence editor is unpredictable Operating system: KDE Neon 5.26 with Jammy kernel Graphics card: NVidia 2060 RTX SUPER Broken: 3.3.1 Worked: Most previous versions When doing a hold split (formerly known as a hard cut) in the sequence editor, sometimes it duplicates one of the strips involved and just places it ahead of the time cursor, other times it splits mostly correctly, but throws in a one frame piece of one of the strips involved, all by itself, near the time cursor. - Open a Video Editing file. - Add a strip(s) to the sequence editor. - Attempt a hold split (Shift+K). - For most strip types, something unusual will occur.
[ "VSE: cursor for retiming stuck with undo/redo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nAlso broken for 3.6.\n\nRetiming tools was introduced in e1f6587f12\n\nThe cursor to indicate it's hovering over retiming handle does not return to the normal cursor in some situations. Both for move and eraser cursors.\n\n<video src=\"attachment\" controls></video>\n\n- Hover over retiming handle to change cursor to move or eraser cursor\n- While the cursor is hovering over it, hit Ctrl-Z or Ctrl-Shift-Z to undo or redo\n- Cursor does not come back to the normal one as long as it's inside the sequencer\n\n", "VSE: issue moving strips with changed speed factor\nOperating system: Linux-5.18.10-76051810-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon Vega Frontier Edition (VEGA10, DRM 3.46.0, 5.18.10-76051810-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.5.0 Alpha\n\nIn the Video Sequence Editor, when moving strips that have the speed factor different than default 1.0 the strips seem to glitch so the start and end of each strip fluctuates.\n\nNew file\nGo to VSE\nAdd a movie strip\nUse \"K\" to cut the movie strip a few times (so you have maybe 10-15 strips)\nSelect a strip, go to the Time panel and change the speed factor to 1.5\nOne by one, do the same with all the strips (perhaps giving them various values between 1.1 and 1.5)\nMove each strip up against each other, so there's no dead space between\nSelect all of them and move them around...\n{[F14115112](vse_speedup_movement_glitch.mp4)}you will see the length of each strip fluctuates\n\n", "VSE prefetch not showing clip's keyframe changes\nOperating system: Ubuntu Linux 18.04.5 amd64\nGraphics card: Nvidia GTX 1070\n\nBroken: blender-2.90.1, blender-2.92.0-9d6d5b9bebd1-linux64\nWorked: unknown\n\nWhen VSE \"Prefetch Frames\" is turned on and you edit a clip's keyframes, the prefetch will continue rendering frames into the cache without your changes.\n\n\n1. Launch Blender\n2. Choose \"Video Editing\" under New File\n3. Drag a still image (any PNG should do) into the timeline.\n4. Drag clip extents so that it starts from frame 0 and goes to frame 2000.\n5. In video preview, enable \"Prefetch Frames\"\n6. Go to frame 20 in the timeline and select the clip.\n7. Create an Opacity keyframe by clicking the dot next to Opacity.\n8. Go to frame 80 in the timeline.\n9. Change the clip Opacity to 0.4 and click the dot to create a new keyframe.\n10. Start playback and see that the clip shows 100% opacity, even though the timeline shows that it should be 40%. Changing the proxy render size will clear the cache and show correct results.\n\nIf you clear the cache and do steps 8-10 quickly enough (i.e. before the prefetch finishes), you will also see that even though you modify the clip while prefetch is not done, the prefetching will continue to render incorrect frames. E.g. if you create the opacity keyframe while the prefetching is at frame 500, prefetched frames after 500 will still show as 100% opaque.", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "Cut previs of Loop Cut visible after changing to Knife with a hotkey \nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\nWhen I change the tool from ***Loop Cut***to***Knife***with a hotkey, I can still see the previs of the Loop Cut.\n\nISv0j8o.png\n\n\n1. Click Loop Cut tool.\n2. Hover over the mesh to see the yellow previs\n3. Press K on the keyboard to change the tool to Knife", "Video preview disappears when scrubbing cursor over Audio (Video Sequencer)\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22\n\n\nBroken: version: 2.80 (sub 48)\n\n\nI've noticed this behavior in both Blender 2.79 and Blender 2.8. When scrubbing the cursor over a track containing audio, the video preview disappears, but if scrubbing over a track containing video, it remains. \n\nFrom a video editing perspective, this behavior would be considered undesirable. But it also makes animation (with an open video preview window for lip sync) extremely difficult as you cannot scrub logically over the audio waveforms, you instead have to scrub over a **video track** or scrub on the **Timeline** window itself to avoid the video preview vanishing.\n\nGenerally, an editor wants to preview the entire contents of their timeline regardless of where they scrub, not just the track where their cursor is hovering. If they wanted a single track they would use a solo/mute button to achieve this. Please let me know if there is a setting to keep the video preview active at all times regardless of selected track if such functionality already exists and I am unaware of it.\n\nThank you so much! :-)\n\nSincerely,\nAdam Janz\n", "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n", "Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n![Screen Shot 2018-08-27 at 14.51.13.png](Screen_Shot_2018-08-27_at_14.51.13.png)", "'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).", "Unify the various copy procedures used in node editor\nNode editor has current 5 different places where copying nodes takes place (search for uses of `bke::node_copy_with_mapping`):\n* [Node tree copy](node.cc#L133)\n* [Duplicate nodes](node_edit.cc#L1251)\n* [Group Separate (copies nodes from the group tree into another tree)](node_group.cc#L442)\n* [Clipboard (both copy to clipboard and paste into node tree)](clipboard.cc#L185)\n* [Shader node tree branch copy for execution](node_shader_tree.cc#L562)\n\nThe core stages of the copy procedure are roughly the same in each operator, but with differences in implementation that lead to a lot of code duplication. For example, `node_map` in clipboard uses `const bNode *` keys, while the duplicate operator uses non-const keys.\n\nCopy operators should share these pieces to avoid too much code duplication:\n1. Copy nodes themselves\n2. Build an _old -> new_ node map\n3. Build an _old -> new_ socket map for connections\n4. Remap parent/child relationships of new nodes\n5. Copy and remap internal and external links between nodes\n6. Update selection\n7. Update topology cache\n8. Perform generic tree update to handle potential changes\n\n", "Mixing sequencer and preview regions causes logical problems\nWith the addition of many editing operations to the sequencer preview,\nthere are an increasing number of logical problems with parts of the\nUI that operate on the area, not the region.\nMainly menu items and the tool-system.\n\nNote that this is only a problem with both are enabled at once.\n\nTo pick some examples:\n\n- Delete from a menu (should this delete the selection in the preview or the sequencer?)... same for select-all... and in the future copy/paste.\n- Transform (Move for e.g. is a different operation for the sequencer and preview).\n- Box select from the menu currently can't run in both sequencer and preview regions.\n\nIf the code-base is left in it's current state I'm concerned users will run into glitches/bugs (finding the mixed preview/sequencer to be broken).\nFor the most part these won't be things that can be resolved in isolation, so I think it's worth considering a solution now.\n\n----\n\n**Supporting Mixed Preview/Sequencer**\n\nTechnical solutions for this are possible but impractical in my opinion, for example the operator_context could support multiple items:\n\n```\n layout.operator_context = {'INVOKE_REGION_PREVIEW', 'INVOKE_REGION_WIN`}\n```\n\nFor the sake of argument we could have 2x menu items for Delete, Select-All... etc.\n\nOther options include introducing an \"Active Region\" concept or having a header for each region.\n\nThis amounts supporting functionality in separate regions that areas already handle.\n\n---\n\n**Proposed Solutions**\n\nNote that I don't have a strong opinion on the exact solution,\nonly that it should not over complicate the current code-base\n*(unless we wish to support larger changes to Blender's windowing in general).*\n\nWhen mixing preview/sequencer:\n\n* Remove the preview region interactive behavior.\n\n```\nThis would make it view-only, any interactions, menu items, tools etc\nwould only apply to the sequencer.\n```\n\n* Remove support for mixing preview/sequencer at once.\n\n```\nWe could handle this with versioning (splitting the area).\n```\n\n", "NLA: Fix Dragging Strips\nNOTE: test the patches for Solution1 temp-[D10103](https://archive.blender.org/developer/D10103)-nla_support_strip_overlap_during_transform/temp-[D10103](D10103)-nla_support_strip_overlap_during_transform-blender-2.92.0-5065c0e6d5bc-windows64.zip\n\nThis is no longer true, we would rather remove them and improve the interaction with HOLD type ****Update design since transition strips should be kept.****\nTodo: Add concrete examples where transitions are useful in the ideal case (where strips animate through the transition).\n___\nReport: #82195 (NLA tracks won't pass through actions or locked tracks)\n\n**Summary:** The ideal solution is to get rid of transition strip types. They're useless. Let strips overlap. When they do, they get blended in order like an upper strip. Then we don't have to restrict movement.\n\n___\n\nBehavior can be found in: (transform_convert_nla.c) *recalcData_nla()*\n**Problem**: The core intent of the function is to prevent moved strips from overlapping other strips. The restriction is reasonable since NLA evaluation is undefined in this case. However, the implementation prevents the ability to move a strip to its destination even if it wouldn't result in overlap. \n\nWhen moving strips:\n* You cannot move a strip through a locked track, even if not the intended final destination.\n![locked track.gif](locked_track.gif)\n* You cannot move a strip past another in the same track, even if the intended final destination would not result in overlap.\n![same_track.gif](same_track.gif)\n* You cannot move a strip into through or into a track if doing so results in overlap. \n![corner.gif](corner.gif)\n* Vertically moving strips, when there are no more nla tracks, leads to strips being vertically compressed. This breaks the animation when strip extrapolation is important.\n![D10103_vshuffle_autoGrow_nonpatchEx.gif](D10103_vshuffle_autoGrow_nonpatchEx.gif)\n___\n**Solution1:** (Simpler solution) We only apply the restriction on the final strip location. If the strip cannot be placed without overlap, then we either cancel the move operation (not ideal) or notify the user (show the strip as red?) without cancelling.\n\n[D10101: Cleanup: Nla: Refactor nla.c functions](D10101) (independent patch) Does a little bit of refactoring which [D10103](D10103) relies on.\n[D10102: NLA: Strip Post-transform Horizontal Shuffle](D10102) (independent patch) Adds support for horizontal shuffling so users can horizontally drag strips past eachother.\n[D10103: NLA: Strip Post-transform Vertical Shuffle and Auto-Grow Track List](D10103) (depends on prior patches) Adds support for vertical shuffling so users can vertically drag strips into a new track even if it results in overlap or the user moves the strip into a locked track.\n\nPatches have been made for this solution since it's simpler and faster to implement. Overlap support can still be worked on but is a lower priority and still has design problems to figure out.\n___\n**Solution2:** (Ideal solution, but would take longer to implement) We change NLA evaluation to work properly when strips overlap. Then we can completely remove the restriction and let the animator freely move strips. \n \n**Patch1: Completely remove transition types**\nWe can simplify NLA evaluation here a bit. NLA transitions are problematic and ineffective. *Transition strip types should be completely removed.* They do a lerp between the previous strip's last pose and next strip's first pose. Generally in animation, lerping 2 poses is a problem you fix, not something you ever want. Support-wise, transitions are a bit broken anyways (see [D9711](D9711) and [D9713](D9713))\n\n**Patch2: Implement new behavior when strips overlap**\nInstead of an explicit transition strip type, we'll let action and meta strips support a new transition behavior. When two strips overlap, we simply blend the next strip as if it was an upper strip. That's the core idea. \"Transitioning\" strips of the same track would used for convenience and organization. This would simplify the keyframe remapping math. In [D8296](D8296), I couldn't figure out the math to properly invert through transitions between a Quaternion Combine strip and a Quaternion Replace (or any non-Combine) strip. With the new behavior, keyframing through transitions is simplified to inverting through any other strip. \n\n**Patch3: Re-add support for holding poses through the transition**\nThough, as is, both strips are always animated through the transition. We don't have the ability to hold one strip's boundary pose while the other animates through the transition. I propose a few new strip properties: `hold_left_duration` (unit: scene frame), `hold_right_duration`. The influence over these regions can be automatically calculated when strips overlap. Or they can be keyed into shape using the existing influence fcurve. As an example of these new properties, we'll have two strips that only overlap over this held duration. \n*Note. I'm having second thoughts on the properties. Yes, there should be support for holding poses through the transition. But the problem is how these properties are anchored relative to the strip bounds and what's most convenient. I want to avoid problems like the ones we already have with nla strip frame_start/end being tightly related to the action clips frame_start/end, scale and repeat values. This leads to unintuitive strip frame_start/end changes.*\n\n**Patch4: Finally loosen strip dragging logic (only relies on patch2)**\nWe can completely remove the dragging restriction and let the animator freely move and overlap strips.\n \n___\n![image.png](image.png)\n(Pretend the two strips are in the same row/track. I did not draw them that way because I'm not sure how the UI should look. This also isn't a suggestion for how the UI should render)\n\nThis results in *nearly*the same result as old Transition clips. Only *nearly*, because the old implementation would first blend the prev strip with the lower NLA stack, then blend the next strip with the lower NLA stack, then lerp the two. The new behavior holds the previous strip's last pose over the light green area. The next strip's first pose is held over the pink area. The influence of the next strip increases linearly. \n___\n![image.png](image.png)\nThis holds the previous strip's last pose. The next strip animates as it's blended.\n___\n\n![image.png](image.png)\nAnother possibility.\n___\n![image.png](image.png)\n**Problematic UI case**: I'm not sure what the proper UI should look like when one strip completely overlaps. The animator can always just move the strip out above as a work around. Logically, it would evaluate fine. It would just be a UI issue. What if N strips overlap? It still all works out. We blend the strips in the order of their start frame. What if all strips are on the same start frame? That case won't be properly supported and considered undefined (as in we won't fix it). The animator can and should fix it themselves. \n__\n\n**Alternative WorkAround:** Add operators that can be used as workarounds.\n* ([RCS]())Send strip to the end of the active strip or track, with options to handle overlap properly. \n\n___\nPatches:\n\n**(Abandoned)Patch set 1: Removal of transitions** \n*Note: I'm not sure how file versioning should be handled? I haven't removed the strip type NLASTRIP_TYPE_TRANSITION yet. I'm not sure if the enum should remain so it can be used for file versioning to either delete transitions or convert them to the new behavior (after Patch set 3).*\n[D9702: Nla Transitions Obselete: remove ui icon](D9702)\n[D9703: Nla Transitions Obselete: Nla Stack no longer evaluates Transitions](D9703)\n[D9704: Nla Transitions Obselete: Remove Operator Add Transition](D9704) \n[D9705: Nla Transitions Obselete: Remove themed drawing](D9705) \n[D9706: Nla Transitions Obselete: Remove default naming case](D9706) \n[D9707: Nla Transitions Obselete: Special case for adjacent strip deletion](D9707) \n[D9708: Nla Transitions Obselete: Adjacent strip overlap resolution](D9708) \n[D9709: Nla Transitions Obselete: nlastrip_get_frame()](D9709) \n[D9710: Nla Transitions Obselete: RNA strip frame_start/end set functions](D9710) \n[D9711: Nla Transitions Obselete: Transform, redundant check](D9711) \n[D9712: Nla Transitions Obselete: Transform, Cancelling](D9712) \n[D9713: Nla Transitions Obselete: Transform, broken strip exceed resolution](D9713) \n[D9714: Nla Transitions Obselete: Loose comments](D9714)\n**Abandon Reason:** I misunderstood why transitions were limited. Yes, their current implementation only supports single pose transitions. But they would be more useful if the strips animated through the transition. Alexander Gavrilov suggested we keep transitions for their branched evaluation behavior.\n", "Custom split normals & sharp edge edge behavior seems incorrect\nOperating system: Mac\nGraphics card:\n\nBroken: 3.6.1\nWorked: 3.2\n\nHi,\n\nI've noticed several changes to Blender custom (split) normal behavior between 3.2 and 3.6, using both the Python API and the user interface. I apologize if none of these are bugs, but some of this behavior seems possibly unintended to me.\n\nFirst, \n\nmesh.normals_split_custom_set(custom_normals)\n\nNow automatically marks edges as sharp when the normals differ (or differ past a certain threshold?). This behavior is not in 3.2 and I'm not sure if it is correct or desirable. Is it supposed to be impossible to have split normals without (marked) sharp edges?\n\nSecond,\n\nIf a mesh has split normals around a sharp edge, removing the sharpness attribute on the edge (in the user interface or the api) throws away the split normal data. I'm attaching a picture:\n\nThird,\n\nMerge by distance in 3.2 used to preserve split normals if it joined two faces with distinct corner normals (but vertices within threshold). It now appears to average them or something. \n\nI've attached a picture of issue #2 and a .blend file with before/afters of issue 2 and 3\n\n", "Spin Duplicate Tool gizmo uses the wrong operation\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nThe gizmo of the Spin Duplicate tool in the toolbar uses executes the wrong operation. Instead of using the Spin Duplicate operation it will use the Spin operation.\n\nTo get the correct behaviour, try changing the \"Drag\"setting in the header tool settings to \"Active Tool\".\nThen click and drag anywhere.\n\n----\n\nI also want to include the proposal to just merge the Spin and Spin Duplicate tools and instead add an option in the tool settings called \"Use Duplicates\".\nBoth tools use the same operator anyway with the only difference that this one option is toggled." ]
[ "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" ]
Blender crashes when opening autosave file Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02 Broken: version: 3.4.1 I transfered some weights to a new mesh and when i saved the file blender crashed and when i try to open the latest autosave file of that scene blender crashes. I get this information from the command line ``` Read blend: C:\Temp\Modeling-2673-SlowTearing-VertexSplit_4152_autosave.blend IDP_DirectLinkProperty: found unknown IDProperty type 10, reset to Integer one ! Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF740D76290 Module : blender.exe Thread : 00002d78 Writing: C:\Temp\blender.crash.txt ``` [blender.crash.txt](blender.crash.txt) 1. open blender 2. try to load the attached blend file [Modeling-2673-SlowTearing-VertexSplit_4152_autosave.blend](Modeling-2673-SlowTearing-VertexSplit_4152_autosave.blend)
[ "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Crash 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", "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", "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", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Blender 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", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 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", "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", "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", "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 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", "python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n" ]
[ "Autosaved blender 3.5 files are corrupted and crash blender --MacOS13.1 INTEL\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\n\nWhen working and blender crashes for some reason and you try to recover via your autosaved or quit.blend file, \nyou will find the autosaved file in the filebrowser, but when loading it, blender crashes, no matter what.\n\n\nDo whatever to crash blender AFTER blender Autosaved (in my case 1 min.) a file, then try to reload the autosaveed file or the quit.blend. Both will crash blender.\nIf you regular saved the file a sec. before or after blender autosaved and THEN blender crashes, the regular saved file will works as expected.\n\n![Screenshot 2023-01-14 at 4.49.53 pm.jpg](Screenshot_2023-01-14_at_4.49.53_pm.jpg)\n![Screenshot 2023-01-14 at 4.50.10 pm.jpg](Screenshot_2023-01-14_at_4.50.10_pm.jpg)\n![system.jpg](system.jpg)\n\n", "Regression: Crash when try recover last session\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.5.0 Alpha\n\nCaused by: {1af62cb3bf46}\n\n\nBlender crash without stack\nApparently, it is caused by the fact that autosave does not work.\n\nStack form #103914 (Blender crashes when opening autosave file) :\n[blender.crash.txt](blender.crash.txt)\n\n\n1. Load factory settings.\n2. Just move cube (or do any simple changes).\n3. Close blender.\n4. Open blender.\n5. Click `Recover Last Session`\n\n" ]
Dope Sheet Bone Group colours make text unreadable Operating system: Windows 10 Graphics card: 2×Quadro p5000 Broken:2.9.0.1 When using bone group colours in the dope sheet to organise channels, light colours obscure the text, making it unreadable. The text needs to contrast with the background or have a drop shadow. See the yellow and light blue channels in the attached image. ![Blender_ [C__Users_sdixon_OneDrive - Museums Victoria_Documents_current work_Tri-2020-10-06 18_23_40.png](Blender___C__Users_sdixon_OneDrive_-_Museums_Victoria_Documents_current_work_Tri-2020-10-06_18_23_40.png) Use bone group colours that are close to the text colour in the dope sheet expected: dope sheet changes the colour of foreground text to react to the background colour changes observed: colour of foreground text remains the same.
[ "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.", "Select key in dopesheet deselect bone in the viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you select key in Dopesheet without Only selected, it deselect your bone in viewport\n\n1) open [deselectBone.blend](deselectBone.blend)\n2) select bone in Pose mode\n3) select any key in dopesheet without \"Only selected\"\n4) bone is now deselected in viewport\n\n", "Stucci noise texture ignores all color settings\nOperating system: Windows 10 Pro N (unlicensed so far :( )\nGraphics card: AMD 6800 XT\n\nBroken: 3.0.0\nWorked:\n\nWhen using Stucci noise as texture for density of particles, the colors properties of the texture do not apply. F.x. setting contrast to 0.1 or 1.0 makes no difference.![Clipboard - January 19, 2022 9 44 AM.png](Clipboard_-_January_19__2022_9_44_AM.png)\n\n![Clipboard - January 19, 2022 9 40 AM.png](Clipboard_-_January_19__2022_9_40_AM.png)\n\n![Clipboard - January 19, 2022 9 41 AM.png](Clipboard_-_January_19__2022_9_41_AM.png)\n\nMake a plane. Add particles. Add texture to particles. Use Stucci noise. Set as density for particles. Try to change contrast.\n[GrassyMeadow.blend](GrassyMeadow.blend)", " Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n![Screenshot 2019-11-11 at 18.25.36.png](Screenshot_2019-11-11_at_18.25.36.png)\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n", "When search is active in keymap section of preferences, top level text truncated for no reason.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen search is active in keymap section of preferences, top level text truncated for no reason.\n![2023-09-06 223620.png](attachment)\n\nGo to Edit > Preferences > keymap.\nIn the search box type \"eye\".\nSee the useless truncated text, and all the unused space.\n\n", "shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n", "Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n![image.png](image.png)\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n![image.png](image.png)\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n![image.png](image.png)\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n![image.png](image.png)\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n![image.png](image.png)", "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![image.png](image.png)\n![image.png](image.png)\nSee youtube Fh6OYqW2AfU\n", "Bone groups disappear in linked file\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.5\nWorked: never\n\nBone groups disappear in linked file\n\nLink a file with an armature in a collection. Proxy the armature. Create a bone group in linked file and assign it to the armature bone. Save the file.\nOpen the linked file, the bone group disappears.\n\n", "Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\n\n", "Font Noto Color Emoji doesn't work in VSE\nOperating system: Ubuntu 18.04 64bit\nGraphics card: NVIDIA GTX 750 Ti\n\nBroken: v2.81 Alpha 2019-09-25 20:42\n\nWhen setting font to Noto Color Emoji (from Google) on a Text strip in Sequencer, no characters (as letters or ?) are shown in preview nor render. In previous version the Blender crashed.\n\nOpen VSE, add Text strip and change font to Noto Color Emoji.\n\n\n\n**Crash log from previous version**\n\n```\n# Blender 2.81 (sub 8), Unknown revision\nbpy.context.scene.sequence_editor.sequences_all[\"Text.219\"].text = \"\" # Property\nbpy.context.scene.sequence_editor.sequences_all[\"Text.219\"].text = \"?\" # Property\nbpy.context.space_data.bookmarks_active = 8 # Property\nbpy.context.space_data.bookmarks_active = 9 # Property\nbpy.ops.font.open(filepath=\"//../../../../../../usr/share/fonts/truetype/noto/NotoColorEmoji.ttf\", relative_path=True) # Operator\n\n# backtrace\n/usr/lib/blender/blender(BLI_system_backtrace+0x33) [0x55fa3afc0963]\n/usr/lib/blender/blender(+0x11f37a6) [0x55fa3ad927a6]\n/lib/x86_64-linux-gnu/libc.so.6(+0x41100) [0x7f261a11f100]\n/usr/lib/blender/blender(+0x2ec786b) [0x55fa3ca6686b]\n/usr/lib/blender/blender(+0x2ec7a6d) [0x55fa3ca66a6d]\n/usr/lib/blender/blender(+0x132cc18) [0x55fa3aecbc18]\n/usr/lib/blender/blender(+0x1340b9e) [0x55fa3aedfb9e]\n/usr/lib/blender/blender(+0x1341dae) [0x55fa3aee0dae]\n/usr/lib/blender/blender(+0x1342a1a) [0x55fa3aee1a1a]\n/usr/lib/blender/blender(BKE_sequencer_give_ibuf+0x14d) [0x55fa3aee1dfd]\n/usr/lib/blender/blender(sequencer_ibuf_get+0x1c1) [0x55fa3b7d2141]\n/usr/lib/blender/blender(sequencer_draw_preview+0x198) [0x55fa3b7d22f8]\n/usr/lib/blender/blender(+0x1c2d148) [0x55fa3b7cc148]\n/usr/lib/blender/blender(ED_region_do_draw+0x561) [0x55fa3b6a3fd1]\n/usr/lib/blender/blender(wm_draw_update+0x426) [0x55fa3b198696]\n/usr/lib/blender/blender(WM_main+0x30) [0x55fa3b195e10]\n/usr/lib/blender/blender(main+0x2e4) [0x55fa3ad503b4]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f261a10209b]\n/usr/lib/blender/blender(_start+0x2a) [0x55fa3ad8ee5a]\n```\n\n[NotoColorEmoji.ttf](NotoColorEmoji.ttf)", "Poor performance in Timeline, Dope Sheet, etc when at the top of the editor.\nOperating system: Linux-5.3.0-7648-generic-x86_64-with-Ubuntu-19.10-eoan 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.79, 2.83, 2.90.0 Alpha\nWorked: unknown, possibly never.\n\nSeems like some animation files cause really poor performance in Dope sheet when trying to scroll on top of it. Scrolling down and making the top section not visible seems to fix the performance. \nI presume the editors draw keyframes for channels on top of each other without checking if the key already exists.\n[2020-07-16 17-54-48.mp4](2020-07-16_17-54-48.mp4)\n\n1. Open attached file\n[slow.blend](slow.blend)\n2. Try to click around on timeline, dope sheet editor.\n3. Open the key dropdown in dope sheet and scroll down. Notice how performance goes back to normal.\n\n", "User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible.*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have.*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)", "Text editor undo system, undo step grouping behavior\nThis design task is to resolve how to handle undo steps in the text editor (and possible text fields in the future).\n\nPossible options:\n\n- Keep current behavior - each key is a single unto step.\n- Group by character type / action.\n- Group using a timer, so characters typed in quick succession are put into a single undo step.\n\n```\nThe timer can be a preference, so users who type slowly or prefer to have the current behavior can either increase the timer or set it to zero.\n```\n\n\nNote:\n\n- Using a timer may be unpredictable especially when the users typing speed hovers around the limit - undo groupings may seem unpredictable.\n- Using whole words may have the disadvantage that large blocks get undone (not fine grained enough).\n- Having grouped undo makes it difficult to test undo/redo *(developer detail, even so - noting it here).*\n\n----\n\n\n**Proposal**\n\n- Undo grouping will only be done for single character insertion/removal.\n- Undo wont group edits separated by cursor motion.\n- Word level grouping has the same delimiters as pressing Ctrl-Left/Right,\n```\nthis means whitespace/punctuation & alpha-numeric characters will be undone/redone in blocks.\n```\n\n- Have a preference for the text editor to group undo by words or characters.\n *(this allows undo testing code to behave predictably).*\n\n----\n\nMaybe there are other options, @WilliamReynish we discussed this a while ago.\n\nCreating because [D6283: Add undo grouped to Insert and Delete text operator](D6283) was submitted which.", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n" ]
[ "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![2020-10-27 10_37_17-Blender.png](2020-10-27_10_37_17-Blender.png)\n\nOriginal Group Colors selected in the viewport:\n![2020-10-27 10_38_12-Blender.png](2020-10-27_10_38_12-Blender.png)\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![2020-10-27 10_58_27-Blender.png](2020-10-27_10_58_27-Blender.png)\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![2020-10-27 11_00_28-Blender.png](2020-10-27_11_00_28-Blender.png)\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![2020-10-27 11_02_07-Blender.png](2020-10-27_11_02_07-Blender.png)\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", "Channel group colors make the channel name unreadable\nOperating system: Windows / Linux\nGraphics card: dual Quadro 5000\n\nBroken: 2.8+\nWorked: ?\n\nWhen you have light coloured bone groups and enable channel group colours in the dope sheet or graph editor the light coloured background makes the light text unreadable in the channel names.\n\n![image.png](image.png)\n\n**To reproduce:** assign bones to a bone group with a light colour, say yellow (as pictured, though it could be even worse). Enable Channel Group Colours in the preferences>animation tab.\n\n**Expected:** text labels automatically turn a contrasting colour. You could get the perceptual brightness of the BG and scale the brightness of the text accordingly. A discussion about algorithms to do this here: calculating-contrasting-colours-in-javascript\n\n**Observed**: See image. The light coloured text is almost unreadable." ]
Copy node_tree in ShaderNodeCustomGroup works incorrectly I have a simple ShaderNodeCustomGroup with code define defined node_tree. When copying the node_tree in the ShaderNodeCustomGroup copy function, the copy seems to work incorrectly. This can be reproduced with the following code. Create a material which uses the provided MinimalTestMaterial and assign it to the default cube and, in the duplicated cube, make the material unique. Save the blend file, close blender and reopen the blend file. One of the materials now is completely black. ``` import bpy from bpy.types import ShaderNodeCustomGroup from bpy.props import FloatProperty, FloatVectorProperty class MinimalTestMaterial(ShaderNodeCustomGroup): bl_name='TestMaterial' bl_label='TestMaterial' label = 'Test material' def init(self, context): self.width = 250 # make it large self.node_tree = bpy.data.node_groups.new('TestMaterial', 'ShaderNodeTree') rgb = self.node_tree.nodes.new("ShaderNodeRGB") group_outputs = self.node_tree.nodes.new('NodeGroupOutput') out = self.node_tree.outputs.new("out", "out") self.node_tree.links.new(rgb.outputs[0], group_outputs.inputs[0]) def copy(self, node): self.node_tree = node.node_tree.copy() if __name__ == "__main__": from nodeitems_utils import NodeItem, register_node_categories, unregister_node_categories from nodeitems_builtins import ShaderNodeCategory bpy.utils.register_class(MinimalTestMaterial) newcatlist = [ShaderNodeCategory("SH_NEW_CUSTOM", "Test", items=[NodeItem(MinimalTestMaterial.__name__)])] register_node_categories("TEST_NODES", newcatlist) ```
[ "Merging vertices keeps vertex groups from one vertex, discards others\n[merge_vgroup_bug.webm](merge_vgroup_bug.webm)\nBroken: 2.80, d3870471edd7, 2019-02-12\n\nWhen merging vertices (either directly or using \"Remove Doubles\"), vertex groups are only inherited from one vertex and the others are discarded (effectively at random). Expected behavior is that all vertex groups assigned to the vertices to be merged will be inherited.\n\nDoing the same but with materials instead of vertex groups results in expected behavior (all materials assigned to the vertices to be merged are inherited), so I guess there's a case to be made for consistency.\n\n - Open the attached .blend file\n - Note that the vertex group \"top_group\" contains all top vertices and \"bottom_group\" contains all bottom vertices\n - Select all vertices\n - Remove Doubles\n # Note that the merged vertices only inherited vertex groups from either \"top_group\" or \"bottom_group\", instead of both\n[merge_vgroup_bug.blend](merge_vgroup_bug.blend)", "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "Assert duplicating a collection in a linked scene\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 465.31\n\nBroken: version: 3.1.0 Alpha\n\nAssert duplicating a collection in a linked scene\n\nfrom the default startup:\n- 1) `Scene` > `Linked Copy`\n- 2) select the collection `Collection` in the Outliner\n- 3) context menu > `Duplicate Collection` or `Duplicate Linked` (does not matter which)\n\n```\nBLI_assert failed: source/blender/blenkernel/intern/collection.c:184, collection_owner_get(), at '(id->tag & LIB_TAG_NO_MAIN) == 0'\n```\n\nIf the file is saved (and reloaded) before step 3), the above assert does not happen", "Linked Instances Across Scenes have unreliable updates when editing their common mesh data.\n\nBroken: 2.93.4 LTS;\nBroken: master\n\nWith two different objects in two different scenes sharing a same obdata Mesh, editing the mesh in one of the scene can fail to properly update object in the other scene.\n\n- Open attached file.\n- Go to scene 2.\n- Switch to Edit mode.\n- Assign the red material (first slot) to the cube in edit mode.\n- Switch back to Object mode.\n- Go to Scene 1, the Cube in Scene one still uses the second slot material (green).\n# Switch to edit mode and back, now the cube is shown with expected first material slot (red) as well.\n\nNOTE: If you replace step 4 by a mesh geometry editing (e.g. rotate the mesh in Edit mode), in current master there is the same missing update issue in Scene 1, but in 2.93LTS it is properly updated... Regression introduced by 51568030e9.\n\n[Example.blend](Example.blend)\n\n------------------------\n\n# Original report\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.0\n\nIf you link an instanced object to another scene, having it's material link to object, it can have a different material from the non-instance. However upon saving and re-opening the scene, the instance's material will revert to that of the non-instance. \n\n- Open attached file or\n - Take the default cube and assign a material to it. In the viewport display settings assign a color for the material, this will give feedback in the viewport to highlight the issue. \n - Create another material on the same cube and once again assign a color in the viewport display settings.\n - Set both materials to Object Link in the material properties. \n - Name the current scene \"Scene 1\" and proceed to create another scene named \"Scene 2\".\n - Return to Scene 1, and using Alt+D instance the cube.\n - Using Ctrl+ L, link the instance to Scene 2. Delete the newly created instance in Scene 1.\n- In Scene 2, assign the instance a different material than Scene 1 in edit mode. You now have 2 scenes, with 2 cubes that share mesh data, but that are using 2 different materials. This is the desired goal in practice.\n- Save the file and re-open it. Blender will have automatically assigned both cubes to 1 material.\n[Example.blend](Example.blend)\n", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "Node editor: exposing node attributes in node group\n**Current situation**\nWhen currently creating a node group the node setup and the settings of the nodes are persistent in the node group. Only by the use input sockets can our users tweak the usage of the node group. As those input sockets can only connect to other input sockets the freedom of tweaking is limited.\n\n**Proposed situation**\nIn the proposed situation I want to have an option where the users can ‘expose’ attributes of a node to the nodegroup level. My proposal will be similar to “Insert key-frames” in workflow.\n\nExample:\n![image.png](image.png)\nWhen the user wants the Filter type of the Blur node to be exposed, the user can open the attribute menu and will be ample to select “Expose to node group”.\n\n![image.png](image.png)\nNote: this menu needs will hold a new operation when in the editing a node group: “Expose to group” and “Dispose from group”. We can also add a key to these operations (“E” is not assigned yet in node editor when hovering over a node attribute as far as I can see.)\n\nWhen the node group is closed all exposed attributes will be rendered in the node group.\nBy this the user will still be able to tweak this setting and make changes per instance of the same node group.\n\n**Open issues**\nIt should also be clear to users which attributes are exposed. We can use a Color, but it won’t be clear when an attribute is keyframed and exposed. We could also solve this by having a gradient or checker fill for color, or something else.\n\n**Technical stuff**\nStore references of exposed Node/RNA attributes in the nodegroup.\n\nThe main usages of node systems are cycles and compositor. Both of them flatten the node tree so all instance specific settings can be handled during the flattening process. For texture nodes we can use a reference to the nodegroup instance when executing (haven’t looked into the current state of the code yet). \n\nChanges to addons needs to be done by the addon developers themselve. There might be a breakage or at least new blender feature that needs to be supported. \n\nAs the current node system is not changed in Blender2.8 I think it is very plausible to implement this in 2.79 and merge it in Blender 2.8 when finished.\n\n\n\n", "CustomNodeTree throws constant warnings when socket is added\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.0\nWorked: 2.93\n\nWith custom nodetrees if you add a single node into the node tree and the node tree is visible in an area a warning about the nodetree.type enum being set to something that doesn't exist constantly shows up in the system console.\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1352 pyrna_enum_to_py: current value '-1' matches no enum in 'CustomTreeType', 'NodeTree', 'type'\n```\n\n- Open a new blend file in Blender 3.0\n- Run the 'Custom Nodes' template in the Text Editor\n- In sidebar, add socket in groups tab \n\nI understand this might not be technically an error but it makes debugging custom nodetrees difficult as any errors are quickly whisked away up the terminal window by these warnings. As well as this is from a deprecated attribute.\n", "Nodes for procedural hair\n# Nodes for procedural hair\n\nThis is a list of various nodes required for a procedural workflow when creating hair with the new hair object in blender. Some nodes will be possible to create as node groups in geometry nodes and some will have to be converted or created as \"proper\" nodes. \n\n---\n**Current approach**\nI (@DanielBystedt) will use my experience with grooming in other softwares and set up some node groups in geometry nodes as prototypes. @SimonThommes will iterate on those nodes and change any parts that he thinks can be improved (optimization, general usability etc)\n\nHair node designs that require a \"proper\" node instead of a node group will need help from C++ developers such as @JacquesLucke \n\n**Various issues**\n\nIMPORTANT:\nIt's not possible to resample hair curves in geometry nodes. This makes it hard to create high resolution dependent hair like curls for instance\n\nNOTE:\nThe self node (or similair) should be able to read a hair objects surface and UV Map to minimize extra inputs per hair nodes (object and uv map)\n\n---\n\n**Nodes list**\n\n\n**Distribute child splines on faces**\n**Prio (1-10): 10**\n\nDistribute child splines on a surface. Let it be possible to interpolate curve length and shape based on curve input. Patch [D16642](D16642) by Jacques Lucke in progress\n\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n\n\n---\n**Hair info per point**\n**Prio (1-10): 8**\n\nThis node will give the user spline related data that is outputted per point. Since similair type of data is reused in a lot of the hair node groups it makes sense to have a node like this.\n\n{[F14132928](image.png), height = 400}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Node name**\n**Prio (1-10): 8**\n\nClump curves based on another set of curves. Curves will interpolate to the same length as the clump curves\n\n{[F14132937](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Frizz hair**\n**Prio (1-10): 7**\n\nThis node deforms the points of the curve based on a field (such as a noise texture). Each curve index should be usable as a \"seed\" for the noise to not get too uniform noise based only on point position. Uniform noise might also be desired. Perhaps implement a switch?\n\n{[F14132950](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Curl hair**\n**Prio (1-10): 6**\n\nCurl hair along the tangent axis of another set of hair curves or a sparse set of the same hair curves. \n{[F14132957](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Smooth hair**\n**Prio (1-10): 6**\n\nSmooth/interpolate the position of the points per spline. Should have control for locking the tips of each hair/curve\n\n{[F14132967](image.png), height= 250}\n\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Braid hair**\n**Prio (1-10): 5**\n\nBraid curves along another set of curves or a sparse set of the same curves. It would be useful to both do \"normal braids\" but also \"cornrows\". Cornrows might need a separate node setup\n\n{[F14132963](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Redistribute hair points**\n**Prio (1-10): 5**\n\nRedistributes the points in each curve so that the distance between the points are equal\n\n{[F14132980](image.png), height = 250}\n*Points in the image are a temp debug tool for visualization*\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Rotate hair**\n**Prio (1-10): 4**\n\nRotate each curve by using the axis of the closest face surface normal or vector from curve root to tip. This is useful for creating some random overlap\n\n{[F14132986](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Shrinkwrap hair**\n**Prio (1-10): 4**\n\nShrinkwrap hair to the surface with an offset. This should be blended with a factor. When deforming hair it is very common that some points end up inside of the surface that the hair is growing from. This node has an option to push those points outside of the surface\n\n{[F14132990](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Bend hair**\n**Prio (1-10): 4**\n\nLong hair has a tendency to bend a bit at the tip of the hair strand. I guess we would use a point from a slight lower value on the curve factor (e.g. slightly closer to the root) as pivot. The axis to bend would be the cross product of the first curve point position, the surface normal and the curve tip position.\n\n- - [ ] Ready for implementation\n - - [x] Prototype wip\n - - [ ] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Displace hair**\n**Prio (1-10): 3**\n\nDisplace hair along surface normal or object/world vector displacement. Useful for displacing hair with displacement maps that are used in rendertime on the surface object. Also for creating cheap wind effects\n\n{[F14132998](image.png), height = 250}\n{[F14133000](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Straighten hair**\n**Prio (1-10): 1**\n\nStraightens the hair with a factor. The user should be able to\n- Keep length (by factor)\n- Keep length\n\n{[F14133005](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\n**Interpolate hair shape**\n**Prio (1-10): 3**\n\nInterpolate shape of splines based on another set of splines. Splines interpolates based on distance to another spline so that the different curve sets can have different topology. This is useful when a hairstyle changes from one hairstyle to the next. For example: a person strokes the hair in front of their face to behind their ear.\n\n- - [ ] Ready for implementation\n - - [ ] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Hair noise attribute**\n**Prio (1-10): 3**\n\nDoes NOT deform hair. This is a utility node that outputs random values per spline or point. This node can be used in more complex setups to assign random blend or frequency to other hair nodes\n\n{[F14133016](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Set hair length**\n**Prio (1-10): 3**\n\nRedistributes the points along the current shape of each curve. If length > 1, each curve will extend along the vector of the last two points of the curve.\n\n{[F14133020](image.png), height =250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n**Scale hair**\n**Prio (1-10): 3**\n\nScales each curve uniformly from the root of each curve. The user can also set a target length. This is useful if a lot of hair deformations has resulted in a new length per curve\n\n{[F14133031](image.png), height = 250}\n\n- - [ ] Ready for implementation\n - - [x] Prototype exists\n - - [ ] Iterated by @SimonThommes \n\n---\n\nRelated Link: [Procedural Hair for Blender 3.5 Meeting Notes ](26700)\n", "Renaming Vertex Group Breaks Modifier's Vertex Group Reference\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nChanging name of the vertex group breaks modifier's vertex group reference.\nSame issue has been reported 6 years ago: [#41876](T41876). If it's still a \"known limitation\" or \"to do\", it might be a good idea to tag it with new/proper labels.\n\n1- Launch default Blender.\n2- Create a vertex group to the cube and assign a face.\n3- Create a modifier with vertex group option (Mask modifier for example) and select the vertex group that we just created.\n4- Rename the vertex group and notice that breaks the modifier referencing to that vertex group.\n\n[#74726.blend](T74726.blend)\n", "Cannot render GeoNodes instanced collection without having original collection also rendered\nA collection is created and two planes shaped as diamonds are added. A separate plane is created and geometry nodes is used as a modifier instancing multiple copies of the diamond collection. When rendering only the geometry node instances are to be rendered but the original collection also renders. If the camera icon in the outliner is changed to black for the original collection or the diamonds then the whole scene is rendered black. The geonode plane with a white (on) camera icon should render all items generated by that modifier and the original diamonds with the camera black (off) should not be rendering.\n[B30beta renders too much.blend](B30beta_renders_too_much.blend)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Beta\n\n\n\n", "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "Simplify duplication options in user preferences.\nCurrently we have one duplicate option for each and every object data type (in user preferences, 'Editing' section, 'Duplicate Data' panel).\n\nTopic of this task is whether we should keep things like that, or if we should rather simplify options by defining 'categories' instead.\n\nCategories could be:\n* Geometry *(meshes, curves, surfaces, fonts, mballs, lattices, armatures, gpencil)*\n* Physics *(hair, pointcloud, volume, particles)*\n* Lights *(lamp, lightprobe)*\n* Actions *(actions)*\n* Shading *(materials)*\n* Camera *(cameras)*\n* Speaker *(speakers)*\n\nThis could also include better handling of 'new' things, e.g. duplicating (deep copy) of geometry nodes when 'Geometry' is enabled, duplicating (deep copy) of shading nodes when 'shading' is enabled, and so on.\n\nNOTE: this was triggered by #90638 (Inconsistent object data behavior when link-duplicating collections.) and its fix 65dbeb1d81, which required adding three new options there to fully cover all current object types...", "Hotkeys conflict between Shader Nodes, Compositing Nodes, GeoNodes and Texture Node Editor.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\nI have hotkeys on frequently used nodes in shader editor. When I switch to Compositing, first of all I have hotkeys already assigned to similar nodes (I did it in shader editor, but they are automatically assigned in compositing). Secondly, I get an error in Compositing - Not a shader or geometry node tree.\n\n1) Apply the \"I\" button to the \"Invert\" node in the shader editor\n2) Switch to Compositing or Texture Node Editor\n3) Call the invert node with the I button\n\nYou get the following error \n```\nPython: Traceback (most recent call last):\n\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 138, in invoke\n result = self.execute(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 129, in execute\n self.create_node(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 92, in create_node\n node = tree.nodes.new(type=node_type)\n\nRuntimeError: Error: Cannot add node of type ShaderNodeInvert to node tree 'Geometry Nodes'\n\nNot a shader node tree\n\nlocation: <unknown location>:-1\n```\nbandicam_2021-11-26_16-53-56-020.mp4\nNode_Conflict.blend\n\n" ]
[ "Copypasting material is broken for `NodeCustomGroup` nodes\nOperating system: Linux-5.0.0-37-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nWhen copying+pasting material:\n\n - method `copy` is called twice, which produce undesireble results. \n```\n when copying for 'copy' operation it is called on unlinked nodetree inside buffer\n```\n - user counter of trees of containing nodes are messed up: source node get decremented counter\n\nAsan use after free [T72579_asan_use_after_free.txt](T72579_asan_use_after_free.txt)\n\n - load attached file and execute embedded script\n - it registers 2 custom nodes and adds them to first material\n```\n node trees created: 'foo' (1 user), 'bar' (1 user) \n```\n - select first slot in material list and call 'copy' from specials menu\n - select second slot and call `paste`\n\nThis expected to produce: \n - 'foo' (2 users, both materials)\n - 'bar' (1 user, material1) detached from pasted node in `copy` api call\n - 'bar.dup' (1 user, material2), created from inside `copy` api call\n\nInstead: \n - 'foo' (1 user, used in both materials), copypasting did not increment users (or incremented and then decremented)\n - 'bar' (0 users, used in material1), copypasting decremented source users\n - 'bar.dup' (0 users), created in first api `copy` call\n - 'bar.dup.001' (1 user, used in material2), created in second api `copy` call\n\n[test_mat_copypaste.blend](test_mat_copypaste.blend)\n\nThis case is covered by autotests submitted: D6420\nThe issue with api calls is fixed by D6450 \nBut the counter issue remains." ]
bake to vertex colors does not work with split normals Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 Broken: version: 2.92.0 Beta Worked: (blender 2.7) When using the new Bake to vertex color mode, it will not use split vertex colors on split normals, resulting in low quality results. ![image.png](image.png) **current behaviour (right)** the mesh is baked per-vertex, so the bottom vertexes all receive full black as AO color, resulting in the gradient. the vertex colors are always smooth, even when the faces are set to flat or the edges set to sharp. **expected behaviour (left)** when split normals are enabled, i would expect the vertex color to also split, and bake per-face-corner. then, the sides will appear uniform, which is far closer to a the full render. in the image above, the left AO is baked with Daniel Bysted's bake to vertex color Addon. **full AO render for reference:** ![image.png](image.png) - open the attached file [baketest.blend](baketest.blend) - select a cube, and bake ambient occlusion to vertex color
[ "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![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n![image.png](image.png)\nDisable render for the Selected object.\n![image.png](image.png)\nClick on Bake again, and a black image will be created.\n![image.png](image.png)\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n![image.png](image.png)\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n![image.png](image.png)\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.", "Mesh Normals and Auto Smooth in 4.1\n## Background\n\nThis document describes changes to the calculation of mesh normals meant to address some of the performance and usability problems, non-exhaustively listed here:\n- Vertex normals are always calculated, even if the shading is sharp and they are unnecessary.\n - Similarly, when auto smooth is enabled, per-face-corner normals are always calculated, even if the mesh is shaded entirely smooth or sharp.\n- \"Auto Smooth\" is a mesh property, even though it can be exposed more intuitively as an **action** applied to meshes.\n - As an action, auto smooth is unified with other ways to control the sharpness of mesh edges and faces, unifying the system and removing the need to learn another method of control.\n- The **extra step** of enabling auto smooth is required to have mixed sharp and smooth shading.\n - For example, marking sharp edges on a smooth shaded mesh doesn't do anything. That's why some modifiers have to tell you to \"Enable Auto Smooth in mesh properties!\"\n- Without further configuration, auto smooth **always recalculates** sharp edges. With deforming meshes, it generally makes no sense to change sharp edge flags over deformation.\n - Even understanding this issue is confusing because, as mentioned, auto smooth is portrayed as a property rather than an action.\n- Using custom normals forces calculating normals per-face-corner, even in cases where splitting normals across edges isn't necessary. This is much worse for performance.\n- Custom normals are always stored as `short2` in a special coordinate space defined by the automatically calculated normals. Converting to and from this coordinate space is expensive.\n - This forces calculating automatic face corner normals to view them, even if the custom normals were hypothetically generated procedurally.\n - Custom normal spaces also make per-vertex custom normals impossible.\n\n## Solutions\n\n### Procedural Custom Normals\n\nTwo new geometry nodes features can allow reading and writing custom normals in a procedural context.\n\n1. **Set Custom Normals** has a choice between creating vertex and face corner normals, a vector input, and an option for whether to write normals in the stable-over-deformation custom normals space (the one currently used for custom normals), or as regular vectors.\n - The last part represents another new feature. If they are stored in this \"plain vector\" format, further use of normals doesn't have to recalculate anything, compared to the existing custom space system, where the automatic normals need to be calculated to find the actual custom normal vectors. That works well when normals are set procedurally at the end of modifier stack anyway.\n - With the vertex domain, only the plain vector format would be supported, unless we wanted to add another normal space option for vertices.\n2. The **True Normal** output/node adds to the existing \"Normal\" node. It outputs normals without custom normals.\n - This could be a new node, or a new socket to the existing \"Normal\" node.\n - Versioning would replace existing nodes with this output.\n\nFor the \"plain vector\" format, the regular `float3` attribute type can be used. Potentially, meta-data could tell geometry processing algorithms to interpolate the attribute differently if they support it (a simple case is the \"Transform Geometry\" node). But generally the existing custom normals space `short2` storage should be used if better interpolation is necessary.\n\n#### Curve Normals\n\nCustom normals should be possible for curves too, though with a separate node since the options are different. The existing \"Set Curve Normal\" node can be used to set custom per-point normals. These may be automatically changed later to make them perpendicular with the tangents.\n\nThe creation of a per-curve \"up\" vector attribute to influence the starting direction used for normals calculated automatically with the existing modes could be supported too.\n\n\n### Replace \"Auto Smooth\"\n\n![image](attachment)\n_The existing auto smooth option_\n\nBy writing to the `sharp_edge` attribute, we can have the same effect as auto smooth with a geometry nodes modifier. Versioning code replaces the property with this modifier.\n\n![image](attachment)\n_The modifier that replaces the property_\n\nThe modifier keeps the same behavior as before, but often it isn't necessary to change the sharp edges in the modifier stack-- doing it once in edit mode is enough. Similarly, applying the modifier can avoid changing sharp edges over deformation and give better performance. Using a modifier also gives an intuitive way to disable the effect in the viewport, without requiring drivers.\n\n![image](attachment)\n_This existing edit mode operator is also useful_\n\nTo keep the existing behavior accessible, an new operator with the same \"Auto Smooth\" name can add this modifier. Eventually though, the node group should be moved to the Essentials asset bundle. That can happen as soon as we have a quick way to add node groups assets as modifiers in the property editor.\n\nCombined with the next auto-domain-choice change, this gives proper control of split face corner normals to geometry nodes. Without the auto smooth option, joining meshes with different sharp/smooth attributes would just work, without relying on the first mesh having auto smooth set. Having the final sharp edge status as part of the visible state of the mesh is essential to make this work.\n\nUsing modifiers for this sort of behavior unifies Blender's design to use user-controllable geometry nodes for geometry processing operations. This design is more obvious in the big picture considering a future where \"everything nodes\" improves the consistency, power, and reliability of Blender features, makes UX more consistent, and improves the development process.\n\n### Automatically Determine Necessary Domain\n\nWith the `sharp_edge` and `sharp_face` boolean attributes, we have all the information we need to know whether we need normals per-face, per-vertex, or per-face-corner. This information is important, because the performance difference between the three is quite large. When the mesh is entirely sharp, face normals are enough. When the mesh is entirely smooth, we need to calculate vertex normals. If there is a mix, we need \"split\" face corner normals.\n\nThis change makes the \"Auto Smooth\" property unnecessary, since one of its main uses was to avoid the performance cost of face corner normals. It's easy to figure the necessary normals automatically, completely removing this step in using mixed smooth and sharp shading, without paying a performance cost in the simpler cases.\n\nThe previous workflow:\n- Enable auto smooth\n- Set auto smooth angle, or set to 180 degrees for complete manual control \n- Run \"Shade smooth\"\n- Mark some edges sharp\n\nThe new workflow:\n- Run \"Shade Smooth\"\n- Mark some edges sharp\n\nPartially this is just a performance optimization (enabled by the removal of auto smooth as a property), but it's also a conceptual change. After the change, the sharp shading status is clearly part of the visible state of the mesh that can be \"frozen\", it's only the shading that's automatic. Before, both of those things were automatic, happening only internally.\n\n## FAQ / Common Concerns\n\n1. This disrupts implicit instancing of objects using the same mesh\n - Implicit sharing of mesh data negates negative aspects of this.\n - Applying the modifier removes the issue completely. Since there aren't any other modifiers, there shouldn't be much of a downside to this anyway.\n - In the future, the \"auto instancing\" could take identical modifiers into account.\n2. Managing auto smoothing on many objects may get more difficult\n - As more features are tied to geometry nodes and modifiers recently, this is clearly a more general issue.\n - It's easy to imagine features to add or remove a modifier on all selected objects.\n - The existing \"hold alt\" feature already works with modifier visibility.\n - The \"Copy to Selected\" modifier feature is also important here.\n3. How accessible is the feature now?\n - Extending add modifier menu with assets (#111717) combined with searching of menus and remembering recent searches (all planned for 4.0) addresses this\n - While the location of auto smoothing moves, and has to be relearned, the consistency and flexibility is worth it\n4. This impacts exporter's special features relating to auto smooth\n - It is true that handling auto smooth as a special feature in exporters becomes more difficult. My hope is that the simplification of behavior (no need for the option, just working with sharp tags, etc.) offsets the downside of this.\n5. There is extra \"stuff\" in geometry nodes modifier panel\n - The extra unused panels can be removed one the node panels features make their way to the modifier.\n - The data-block picker doesn't have to be displayed when adding modifiers from assets, but that is lower priority.\n\n## Technical Info\n\n| Sharp Edges | Sharp Face | Normal Domain | Approximate Cost |\n| ----------- | ---------- | ------------- | ---------------- |\n| All True | All True | Face | 1.0x |\n| Any | All True | Face | 1.0x |\n| All True | Any | Face | 1.0x |\n| All False | All False | Vertex | 4.0x |\n| Mixed | Mixed | Face Corner | 10.0x |\n\nA function `eAttrDomain Mesh::normal_domain_all_info() const;` gives us this information. We can use its result to optimize normal sampling in many places. Viewport drawing would be one important example.\n\nCorner normals are now shared with a `SharedCache`, meaning they don't have to be recomputed just because a mesh is copied.\n\n## Implementation TODOs\n\n- [ ] Double check shape key export workflow\n- [x] Update PR description to be more clear about what parts of the Python API change and to reference the modifier add menu changes\n- [x] \"Unpublish\" the \"Smooth by Angle\" asset in 4.0\n- [ ] Test PR with module members\n- [ ] Work on viewport normals simplification option that skips corner normals and custom normals\n- [ ] Iterate on the \"Smooth by Angle\" asset\n - [ ] Potentially not exactly reimplement auto smooth behavior\n - [ ] Potentially add options to give higher level access to different behavior\n - [ ] Reconsider name based on above decisions\n- [ ] Start implementation of custom normals geometry nodes\n\nRelated PRs: #108014", "Geometry Node: Mesh Boolean & Attributes domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.4.0 Alpha\n\n\nIncorrect save behavior of attributes during Mesh Boolean node if they have different domain or points.\nVideo example based on the example file:\n| ![image.png](image.png) | ![image.png](image.png) |\n| -- | -- |\n[2022-10-10 13-54-06.mp4](2022-10-10_13-54-06.mp4)\n\n\n1. Create 2 meshes and attach a named color attribute of a different color to them.\n2. Perform a cut operation between them using the Mesh Boolean node.\n3. Display the color of the attribute in the preview or otherwise.\n\n[test boolean.blend](test_boolean.blend)", "'Custom Split Normals' generated by the Boolean modifier does not match the normals of the object\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\nIf the object used as operand in the Boolean modifier has `Custom Split Normals` (either through the `WeightedNormal` modifier or manually added) the resulting object will have a \"broken\" `Custom Split Normal`.\nThis kind of works with objects which do not have any `Custom Split Normals` (so only shade flat and shade smooth, no weighted normals etc.) (although it also has it's problems. See #95913 (Strange shading behaviour when using boolean modifier))\nWhen `Custom Split Normals` are involved, the modifier uses the `Custom Split Normals` of the operand object on the target object to determine the shading on the affected areas.\n\n- Open attached file. (The left example has only shade smooth on the boolean object and on the right example the boolean object has a weighted normal modifier on the modifier stack).\nThe issue still persists even if you delete the weighted normals modifier on the target object in the right example.\n[Test_file2.blend](Test_file2.blend)\n\n---\nAnother example:\n[Test_file.blend](Test_file.blend)\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "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", "Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)", "The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\n\n", "Normal Baking Inconsistence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.0 Alpha\nWorked: unknown\n\nNormal baking result is different from original.\nAs below, a texture is baked to be used as normal map. Using \"Normal\" bake type the result is inconsistent with the original normal. A baking result using \"Emit\" type is used for comparison.\n\nDiffuse shader :\n[Correct (Diffuse).mp4](Correct__Diffuse_.mp4)\n[Incorrect (Diffuse).mp4](Incorrect__Diffuse_.mp4)\n\"Emit\" bake type has identical result to the original one, while \"Normal\" bake type has a little dimmer color.\n\nGlossy shader :\n[Correct (Glossy).mp4](Correct__Glossy_.mp4)\n[Incorrect (Glossy).mp4](Incorrect__Glossy_.mp4)\nDue to image resolution, the result of \"Emit\" type has acceptable differences at the edges of the squares. The result of \"Normal\" type has areas that shouldn't be brighter/dimmer (check from multiple view angles in the file below).\n\n[Bug Report.7z](Bug_Report.7z)\n![image.png](image.png)\n\n - This is the node setup to generate the texture : ![image.png](image.png)\nThese nodes simulate the kind of texture that will connect into \"Normal Map\" node so that it can also be baked using \"Emit\" type.\n![image.png](image.png)\n\n\n - Use the \"Material Output\" nodes to view the differences : \n![image.png](image.png)\n\n\n - If re-bake, use 16-bit color depth can help to get the similar result from original nodes.", "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", "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.", "vertex paint sample color not working as intended.\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha\ncommit date: 2021-11-14 00:26 hash: 7e82c840b7a4\nbuild date: 2021-11-15, 00:51:48\n\n**Short description**\nVertex color that is sampled changes.\nChange in sample color after moving mouse over panel\n\n**Steps to Reproduce**\n- Go into Vertex paint mode. (make sure viewport shading mode is set to rendered)\n- Select an object then press s to sample a vertex color and left click the mouse (to add to palette)\n# move the mouse over panel (selected color will be changed)\n\nThis seems to happen when you move the cursor over any part of the U.I.\n\n[Vcol.blend](Vcol.blend)" ]
[ "Blending Vertex Color when baking to it on UV seams (Bug or missing feature)\nSystem Information\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070 Driver 461.09\n\nBlender Version\nBroken: version: 2.92.0 Alpha, branch: master, commit date: 2021-01-13 00:18, hash: 719bea0d6d06\nWorked: The last time we had bake to vertex color - 2.79\n\nShort description of error\nOne of the most useful features of 2.79 bake to vetex color is missing/broken - not blending colors when baking from texture on UV seams\nHere's the example in 2.79:\n![bake_2_79.JPG](bake_2_79.JPG)\nAnd the same thing in 2.92\n![Bake_2_92.JPG](Bake_2_92.JPG)\nIn both screens viewport shows baked Vertex Color\n---------------------------------------------\nAdded test .blend file\n[Bake_Test.blend](Bake_Test.blend)" ]
Regression: Slow loop selection in row Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: 2.83 and later, tested version: 2.93.0 Beta Worked: 2.79 As title says. Blender do not reacts for fast clicking {key Alt LMB} or {key Shift Alt LMB} Checked with factory settings too [2021-04-29_13-15-01.mp4](2021-04-29_13-15-01.mp4) [2021-04-29_13-16-41.mp4](2021-04-29_13-16-41.mp4)
[ "NLA: Animated Influence/Time Property Sliders Unresponsive\nTask: #76549 (NLA Strip influence slider doesn't respond to autokey correctly.)\n\n**Source of Problem**: (anim_sys.c) *nlastrip_evaluate_controls() -> animsys_evaluate_fcurves()*: I believe the issue is due to NLA evaluation, where the animated strip properties are evaluated and flushed at the same time the action strip channels are evaluated. Since autokeying doesn't insert a keyframe as the value changes, that's probably why the slider is unresponsive. \n\n**Solution**: Perhaps we should separate (despgraph-wise) NLA strip animated property evaluation from when we evaluate the NLA system for general animation? Animated strip properties would only be evaluated and flushed on frame change or when the whole frame needs refreshed. Then normal non-NLA animation evaluation will just read the strip properties as is. This would allow the slider be responsive. It also allows the user to change these properties and view their changes without having to keyframe, just like any other Blender animated property. \n\n**Potential Problems with Solution:** What do we do when strip influence is animated and the user changes it (without keying) then inserts keys on character bones. When we remap the keyframes, should we re-evaluate and use the strip's animated influence? Or should the new keys be remapped using the unkeyed strip time?", "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.", "Regression: Set curve radius. Operator/window do not react to Enter immediately\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.5, 3.1.0 Alpha\nWorked: 2.79b\n\nIn 2.79 i can call Set curve radius and press {key Enter} right after that. And it will set existing radius.\nIn 2.93—3.1 this window ignores {key Enter} (but reacts to {key Esc})\n\n[2021-12-02_18-59-11.mp4](2021-12-02_18-59-11.mp4)\nOpen the file\n[untitled.blend](untitled.blend)\nCall operator search\nFind «Set curve radius» and call it\nYou see small window with field and default 1.0 radius\nPress {key Enter}\nRadius of curve node remains the same.\nCompare to 2.79 version.\n\n", "(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.", "Cannot input non-ASCII characters with third-party software on Windows\nOperating system: Windows 10\nGraphics card: any\n\nBroken: master\nWorked: n/a\n\nBecause Blender exclusively relies on WM_INPUT for text input and ignores WM_CHAR, any characters provided by third-party software are silently ignored. Such software includes [AutoHotKey ]] or [[ http:*wincompose.info/ | WinCompose ](https:*www.autohotkey.com/).\n\n\nSteps to reproduce with AutoHotKey:\n * Install AutoHotKey\n * Create a simple hotkey in `%USERPROFILE%/Documents/AutoHotkey.ahk` containing non-ASCII characters, for instance: `^!p::Send déjà-vu`\n * Run AutoHotKey; it will automatically register the hotkey for Ctrl-Alt-P\n * Observe that Ctrl-Alt-P in *e.g.* Notepad will write `déjà-vu`.\n * Observe that Ctrl-Alt-P in a Blender text control will write `dj-vu`.\n\nSteps to reproduce with WinCompose:\n * Install WinCompose; it will automatically run and use Right Alt as the compose key.\n * Observe that Right Alt followed by A E in *e.g.* Notepad will write `Æ`.\n * Observe that Right Alt followed by A E in a Blender text control will write nothing.\n", "Regression: lag from camera view when using mouse scroll\nOperating system: Windows 10\nGraphics card: Nvidia Titan XP\n\nBroken: 3.3.1-3.5\nWorked: 3.2\nCaused by befe38fe1d\n\nMassive lag in camera view mode with objects about 20 mil triangles when using mouse scroll with view locked to camera even in Solid preview mode. When using Ctrl Alt mouse move seems no lag, scroll works as usual. Only scrolling is not working properly, rotation works nomally.\nIn this video: Blender 3.3.1, two separate cubes subdivided to level 10, first trying to scroll with mouse wheel - it lags, then using Ctrl Alt Mouse - no lag, then again with mousewheel - lag. No matter if GPU subdivision is on or off.\n\n- Open attached .blend file\n- first trying to scroll with mouse wheel - it lags\n- using Ctrl Alt Mouse - no lag\n[Blender Mouse scroll issue.blend](Blender_Mouse_scroll_issue.blend) \n[Lag when in camera view Blender 332.mp4](Lag_when_in_camera_view_Blender_332.mp4)", "Slower frame-change with many objects in the scenes collection\nWhen objects are in the scenes collection (instead of a sub-collection), changing frames using left/right keys is slower.\n\nThere is also a slowdown when animation playback restarts.\n\nThis occurs in 3.5x `ab63fe9eab8fd01d4a763199442987191d105c55` and 3.4x release.\n\nTo reproduce the problem:\n\n- With a new file paste the script inlined at the bottom of the report into a text editor and run it.\n- Press Spacebar in the 3D viewport to play back animation.\n- Note the FPS (~13.1 FPS here).\n\n- Start again, doing the previous steps with `USE_SCENE_COLLECTION = True` in the script.\n- Note the FPS is much lower (~3.46 FPS here).\n\n---\n\n#### Explanation\n\n- This is an issue I ran into when investigating why objects in collections were being re-populated during animation playback in some files, see !104553.\n- The cause of the problem is the scene is tagged by the depsgraph (see: `ANIMPLAY_FLAG_JUMPED`). _(note: the jumped flag is set when changing frame via arrow keys & when the animation restarts)._\n- When `ANIMPLAY_FLAG_JUMPED` is set `scene` is tagged with `ID_RECALC_FRAME_CHANGE`.\n- This causes the scene to be copied (see `blender::deg::deg_update_copy_on_write_datablock`).\n- The `scene->master_collection` is copied (non recursively).\n\n - When `scene->master_collection` contains many objects, copying has a noticeable performance penalty.\n - When it only contains some collections, the problem isn't noticeable.\n\n#### Other Notes\n\n- This is mainly noticeable when loading files pre 2.8x which load objects directly into `scene->master_collection`.\n- This report mentions animation playback speed because it's easily measurable, however many other operations trigger this (left/right arrow keys to change frames, every update when dragging scene number buttons \"Sampling\" (Render or Viewport) for e.g.).\n- In the test script the start and end frames are the same to so the playback is continually restarting to accentuate the problem and match the slowdown from changing frames via arrow keys.\n\n---\n\nThis script adds many objects to the factory settings file, hides them, adds some keyframes to the Light and sets the 3D viewport full-screen, ready for animation playback.\n\n\n```python\nimport bpy\n\nUSE_SCENE_COLLECTION = False\nOBJECT_NUMBER = 20_000\n\ndef objects_create(object_num):\n objects = []\n new = bpy.data.objects.new\n for i in range(object_num):\n objects.append(new(hex(i), None))\n return objects\n\n\ndef objects_collection_link(collection, objects):\n link = collection.objects.link\n for ob in objects:\n link(ob)\n\n\ndef main():\n from bpy import context\n\n bpy.ops.wm.read_homefile(use_factory_startup=True)\n\n if USE_SCENE_COLLECTION:\n collection = context.scene.collection\n else:\n collection = context.collection\n\n # Keyframe the lamps location, this is important as without this\n # the scene is not considered \"animated\".\n ob_lamp = bpy.data.objects[\"Light\"]\n ob_lamp.keyframe_insert(\"location\", frame=1)\n\n # The short frame range shows the problem most,\n # as this tags the scene to be tagged to update on frame-change.\n context.scene.frame_start = 1\n context.scene.frame_end = 1\n \n # Attempt max FPS.\n context.scene.render.fps = 1000\n\n objects = objects_create(OBJECT_NUMBER)\n objects_collection_link(collection, objects)\n \n # Hide everything, except the lamp.\n bpy.ops.object.select_all(action='SELECT')\n window = bpy.data.window_managers[0].windows[0]\n area = next(area for area in window.screen.areas if area.type == 'VIEW_3D')\n \n # Hide needs an 3D viewport (but select doesn't, hrm..).\n with context.temp_override(window=window, area=area):\n bpy.ops.object.hide_view_set(unselected=False)\n ob_lamp.hide_set(False)\n \n # Fullscreen 3D view (rule out slowdown from drawing other areas).\n with context.temp_override(window=window, area=area):\n bpy.ops.screen.screen_full_area()\n \n\nif __name__ == \"__main__\":\n main()\n```\n\n", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Very slow rendering on RTX 3080!\nOperating system: windows 11\nGraphics card: RXT 3080 (Gainward RTX 3080 Chasing Wind)\n\nBroken: 3.4.1; 3.4; 3.3.1\nWorked: Works on the vega 11 video card built into the processor, also works stably on the CPU. Works on RTX 3080 graphics card with driver 497.29 on all blender versions\n\nAt times while working in the blender program, I encounter absurdly long render times for one frame: oB4BJ5L.png (shreenshot).\n\nI ran render tests on different driver versions (527.56, 522.30, 526.86, 497.29). In all versions of the drivers, after some time, performance dropped hundreds of times, except for driver 497.29. It works stably. Also tests were carried out on blender versions 3.3, 3.4, 3.4.1.\n\nIt would seem that the problem is solved, you can simply install the 497.29 driver and work stably on it, but this is not so. Only blender works on this driver version, other programs crash and require drivers of at least 520. Regardless of the driver version, the video card is always loaded at 100%\n\nI've done some testing and may have found what's wrong. I made a scene with several cubes, a volume and a strong light source, and also set a large sample size.\nResults:\n497.29 driver - 4 minutes 12 seconds (806 MB of video memory used)\n527.56 driver - 3 minutes 45 seconds (806 MB of video memory used)\nAt the same time, the viewport works quickly and responsively in the cycles render mode. Just like I planned\nI also ran a test with a complex scene and then everything got much worse:\n497.29 driver - 22 minutes 51 seconds (8775 MB VRAM used)\n527.56 driver - 35 minutes 37 seconds (8775 MB of video memory used)\nThe viewport is quite buggy and poorly responsive in both versions of the drivers (but this is logical since the scene is complex). In the viewport, the view mode in cycles on the 497.29 driver works as expected - it gradually develops the picture. On the 527.56 driver, cycles almost doesn't work in the cycles view mode (more precisely, it works, but it's even slower than my four-core processor).\nIn render mode 527.56 the driver is unstable. I had to wait 11 minutes for the first sample to load. And I'm still lucky. Sometimes the render time can be 44 hours for a single frame (oB4BJ5L.png)\n\nAs a result, we can come to the conclusion that with the new drivers, the blender is unstable when the video memory is almost completely loaded.\n\nI recorded the workflow of all tests on video in an accelerated version: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link . I advise you to download the video to your computer so that it does not compress when viewed through Google Drive ...\n\n1. Make a complex scene with lots of textures, lots of geometry and use the latest Nvidia drivers.\n2. Engage in scene editing often switching between working scenes\n3. Start rendering the scene at a high resolution and a lot of sampling\nI made a screen recording of the editing process: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link\n.blend: 1MY37OWlYleiusnEbxDuTwIx63F_eQIVK?usp=share_link\n", "UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n![UV_Loop_Select.png](UV_Loop_Select.png)\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n", "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.", "Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n![MB OFF.jpg](MB_OFF.jpg)\n\n**Rendered Result:**\n![MB ON.jpg](MB_ON.jpg)\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)", "Addon: 3d Viewport Pie Menus. Press-move-release behaviour inconsistency\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\n\n\nBroken: version: 2.92.0 Alpha\n\nName: 3D Viewport Pie Menus (1, 2, 9)\nAuthor: meta-androcto\n\nIn pie-menus Option, who have additional menus do not react to fast action P-M-R or local hotkeys\n[2020-12-16_20-50-47.mp4](2020-12-16_20-50-47.mp4)\n\n- In sculp mode press W and then 2 or M\n", "Move To Line Begin and Reset View operators in the console editor conflict when pressing Home key\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\n\nIn the python console editor, both the Move To Line Begin and the Reset View operators have the same shortcut \"Home\", so it is not possible to invoke the Move To Line Begin operator.", "Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n![move 3d cursor.gif](move_3d_cursor.gif)\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo." ]
[ "Slower response of Blender due to click event in \"left click\" keymap.\nBlender2.80 release\nWindows 10 (But I suppose that problem is the same in all platforms)\n\nWhen you use Blender2.80 default keymap with LeftMouse the keymap have a lot of hotkeys using \"Click\" event instead the \"Press\" Event. This make blender extremely laggy, specially in edit mesh. User can also don't select some elements if he move the mouse fast. **The user experience is completely ruined for users.**\n\n- That event is used in a lot of hotkeys, I can see at least 30 with that event. Main hotkeys like select a vertex, context menu,... all that events are slower (a lot of slower).\n- The problem exist in a lot of parts the keymap, not only in 3D view.\n- I only see the problem in the mouse hotkeys, but I cannot be sure that keyboards don't have it.\n- I didn't test other keymaps like right click or industry standard.\n\nI mention @ideasman42 because he was who decide to don't use the click event by this problem and work in the keymap, and @LazyDodo because he talk about this in devtalk forum." ]
Blender crashes upon selecting a vertex in edit mode and press ALT + L then TAB Operating system:windows 10 Graphics card: none 2.8 Blender crashes when I select a vertex in edit mode and press ALT + L then TAB
[ "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![image.png](image.png)\n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "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", "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", "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", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "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", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "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" ]
[ "Point Normal - Crashing Blender\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nBlender Crashes when Tab is pressed while Point Normal operation is running. \nIn addition, other things can be done while the tool's operation is still active such as unwrapping and other operations found in the edit mode menus. Some of these actions work but others lead to blender crashing.\n\nEnter Edit mode on any mesh\nSelect some or all faces\nGoto Mesh/Normals/Point Normals to Target. \nWhile the tool operation is active press Tab.\n", "Crash when using Mesh>Normals>Point To Target\nOperating system: Linux-5.2.11-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version 2.81 (sub 14), Commit date: 2019-10-07 20:16, Hash a856c5eccffb\nBroken: version 2.80 (sub 75), Commit date: 2019-07-29 14:47, Hash f6cb5f54494e\n\nLeaving edit mode after using Mesh>Normals>Point To Target and specifying a target will crash Blender.\n\n1. File>Defaults>Load Factory Settings\n1. With the default cube selected, go into edit mode (Tab)\n1. Press Alt-L or use the menu Mesh>Normals>Point To Target\n1. Press L (or O, or R, or ctrl-leftclick, or ctrl-rightclick)\n1. Press Tab to exit edit mode, and Blender should crash\n\nLink to documentation if needed:\n* normals.html#point-to-target\n\n# Blender 2.81 (sub 14), Commit date: 2019-10-07 20:16, Hash a856c5eccffb\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.object.editmode_toggle() # Operator\n\n# backtrace\n`/home/mark/Downloads/blender-2.81-git/blender(BLI_system_backtrace+0x33) [0x55a02447b003]\n/home/mark/Downloads/blender-2.81-git/blender(+0xd47ccb) [0x55a02424bccb]\n/usr/lib/libc.so.6(+0x3a7e0) [0x7fb7b2c3c7e0]\n/home/mark/Downloads/blender-2.81-git/blender(BKE_editmesh_from_object+0) [0x55a0242c9c20]\n/home/mark/Downloads/blender-2.81-git/blender(+0x14f6377) [0x55a0249fa377]\n/home/mark/Downloads/blender-2.81-git/blender(+0x115aa00) [0x55a02465ea00]\n/home/mark/Downloads/blender-2.81-git/blender(+0x115ba34) [0x55a02465fa34]\n/home/mark/Downloads/blender-2.81-git/blender(+0x115d23c) [0x55a02466123c]\n/home/mark/Downloads/blender-2.81-git/blender(wm_event_do_handlers+0x4ed) [0x55a024661a9d]\n/home/mark/Downloads/blender-2.81-git/blender(WM_main+0x20) [0x55a024657370]\n/home/mark/Downloads/blender-2.81-git/blender(main+0x314) [0x55a0242338e4]\n/usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7fb7b2c28ee3]\n/home/mark/Downloads/blender-2.81-git/blender(_start+0x2e) [0x55a02424838e]`", "Mesh->Normals-> Point to Target crashes when switching out of editmode\nOperating system: WIndows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\n\n\nMesh->Normals-> Point to Target crashes when using various functions on any mesh. \n\nUsing the startup cube.\n\n\n```\n1. Edit Mode\n2. Select all vertices\n3. Mesh-> Normals-> Point to Target\n4. Use 'M' to point to mouse, and sometimes 'R' to reset\n5. Blender crashes\n``` \nEDIT: above one is resolved already\n\n```\n1. Edit Mode\n2. Select all vertices\n3. Mesh-> Normals-> Point to Target\n4. Switch out of editmode\n5. Blender crashes \n```\nThis one is still valid, this crashes while still in the modal operation, if you confirm with {key Enter}, you can then switch out of editmode without crash", "Crash editing normals\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\ncrash while exiting edit mode in point to target normals\n\nWatch video, replicate for proof. Video goes black means crash.\n\n[2019-11-26_00-55-36.mp4](2019-11-26_00-55-36.mp4)\n\n\n\n", "Blender crash after set custom normals rotation\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.81 (sub 16)\n\nBlender crash after set custom normals rotation\n\nOpen Blender > Add Mesh > Box > Enter edit mode > Alt + L > Set normals to 3D cursor (Ctrl + LMB) > Enter object mode = Blender crash\n\n![Screenshot_16.png](Screenshot_16.png)\n\n" ]
3D Manipulator Bug Windows 10, Gigabyte Geforce 750 TI 2GB, Ryzen R7 1700x, 16GB Memory Broken: 2017-09-11 10:43 5bd8ac9 My 3d Manipulator becomes unresponsive on occasion and I have yet to pinpoint a cause. It is clearly there, I can toggle it on and off and change between rotate, scale, move but its as if the hitbox for the manipulator has disappeared... I cannot click on it at all. If I save the file and shut down blender then restart and reload the problem persists. If I start a new file it resets and I'm able to use my manipulator again. I have thrown away numerous projects in which I have been unable to recover from this error. It is extremely frustrating especially the fact it persists through a file save but not when I load a new startup file. That suggests that it is an option I'm toggling somehow and not a glitch, but I cannot for the life of me figure out how to make it work again. Please help/fix it if its a bug. This is a short video of the error once the manipulator has already broke. watch?v=CSScbn3_-x0 I cannot seem to drag and drop the blend file to attach it as directed.
[ "3D cursor sometimes can't do absolute grid snap\nOperating system: windows 10 v2004\nGraphics card: GTX 970\n\nBroken: 2.83.5\nWorked: none\n\n3D cursor sometimes can't do absolute grid snap.\nHere is the link of the bug capture. \n[Bug capture on YouTube](QzOqgiRM97c)\n\n\n\nDon't know how to reproduce from scratch, but many of my blender files has the same problem.\n[base.blend](base.blend)", "Adding and Removing RigidBodyWorld is broken\nSystem Information\nOperating system: MacOS 10.13.6 \nGraphics card: NVIDIA GeForce GT 750M 2048 MB\n\nBlender Version\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nRemoving RigidBody World and then adding it again doesn't work.\n\n- Add a floor and several cubes\n- Check that they collide as usual\n- Under Scene tab, select Remove Rigid Body World\n- Add it again and select the Collection as RigidBodyWorld as it was prior to removing\n# Simulation doesn't work as before.\n\n\n", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n", "Metaballs particles with drag force disapearing\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.33.01\n\nBroken: version: 2.83.2\nWorked: Never (2.8+)\n\nHi Guys,\n\nas you could see in the atachment file, the metaballs instances particles disapears on certains frames ...\nThere is no problem when Drag Force is not applied\n\nThanks in advance for your help !\nYour Software is amazing !! We love it !\n\n[MetaballsParticlesBug.blend](MetaballsParticlesBug.blend)\n\n- Open file\n- Play animation", "Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n", "Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", "Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Blender 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", "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", "Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n![dpglitch.gif](dpglitch.gif)\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.", "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", "No responding open .blend file reuse mesh many times\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: blender-3.0.0-alpha+master.32cc9ff03746-windows.amd64-release (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: None (newest version of Blender that worked as expected)\n\n.blend file can download here\n21082\n\nI use bpy build a scene reuse some mesh many times. reuse around 64 times can work smoothly, only 0.4 second to build and open immediately. 128 times build 0.9 seconds and open will take a while. 256 times build 3.17 seconds and cannot open(no responding, not error). \n\n```\n collection = bpy.data.collections.new('matrices')\n bpy.data.collections['meshes'].children.link(collection)\n count = 0\n for mat in self.matrices:\n obj = bpy.data.objects.new(mesh.name, mesh)\n collection.objects.link(obj)\n mat_bpy = matrix_translate_to_bpy(mat)\n obj.matrix_world = mathutils.Matrix([mat_bpy[:4], mat_bpy[4:8], mat_bpy[8:12], mat_bpy[12:16]])\n obj.data.materials.append(materials[get_material_key(self.material)])\n count += 1\n if count > 256:break\n```\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "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 ![Blender Draw Bug.gif](Blender_Draw_Bug.gif)\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) " ]
[ "3D manipulators unselectable while “Lock to Cursor” is turned on\nWindows 10\nGTX 960\n\nBroken: 2.79\nWorked: 2.78\n\n\n3D manipulators are unselectable while “Lock to Cursor” is turned on\n\n\n\n- Open blender 2. 79 and load any file (startup file included). The rendering engine doesn't matter.\n- In 3D view, open Navigation Tab, and check \"lock to cursor\".\n- Try moving an object with 3D manipulators (this should be impossible as you can't select 3D manipulators).\n- Uncheck \"Lock to Cursor\" and try moving an object with 3D manipulators (this should be fine).\n\nSee also : \n3d-manipulators-unselectable-while-lock-to-cursor-is-turned-on" ]
Eevee particlesystem render error Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 2.80 (sub 74) Worked: (optional) Eevee particlesystem render error, but cycles is fine, I try find reason, but just occour on render, so it's hard find why. [eeveeBug.blend](eeveeBug.blend) ![eevee.png](eevee.png) ![cycles.png](cycles.png)
[ "Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n", "Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A", "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", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n", "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", "bake hair dynamics issues\nOperating system: wind 10\nGraphics card: gtx 1070\n\nBroken: blender-2.80-79f67acccb36-win64\nWorked: idk\n\nunable to bake hair dynamics. i click the button but nothing happens. in particle edit mode particle hair still looks as if it was not simulated.\n\n", "rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Correct link is shown as invalid\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n", "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", "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", "Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)", "\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.", "Eevee: 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![Normal Frame](attachment)\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![Corrupted Frame](attachment)\n\n", "Animating particle lifetime effects all spawned particles in Cycles render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nI animate particle lifetime to control the flow of particles from an emitter (setting it to 1 to cut off the flow). Unfortunately even after baking particle dynamics rendering in Cycles will cause the whole system to cut off/die when the lifetime of the particles is animated to a value of 1. This doesn't happen in viewport or anywhere else; only during Cycles render. \n\nMake particle system that has initial velocity from face(s), using an object for render. \nUse keyframes to animate the particle lifetime with \"constant\" interpolation. Set the lifetime to 1 when you want to cut off the \"flow\" of particles. \nIn viewport this will look as expected and the existing particles will continue to exist while new particles have a lifetime of 1.\nBake dynamics. \nUse Cycles render to render the animation: at the point that the animated value for lifetime is reached ALL particles emitted, old and new, are destroyed." ]
[ "EEVEE Hair Render Problem\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 770M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.95\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nHair does not render properly in EEVEE but does in Cycles\n\nI've also duplicated this on my main workstation (with GTX1080) and \"out of the box\" configuration.\n\n1. Open new blender file and delete cube\n2. Add torus\n3. Add Quick Fur\n4. Render in Cycles - render is fine ![torus-fur-cycles.png](torus-fur-cycles.png)\n\n```\n Render in EEVEE - render is messed up.{F7090064}\n```\n\nI did check this with an older beta from around May 25 but was unable to duplicate it so this has started in the last week or so." ]
EEVEE Hair Render Problem Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 770M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.95 Broken: version: 2.80 (sub 74) Worked: (optional) Hair does not render properly in EEVEE but does in Cycles I've also duplicated this on my main workstation (with GTX1080) and "out of the box" configuration. 1. Open new blender file and delete cube 2. Add torus 3. Add Quick Fur 4. Render in Cycles - render is fine ![torus-fur-cycles.png](torus-fur-cycles.png) ``` Render in EEVEE - render is messed up.{F7090064} ``` I did check this with an older beta from around May 25 but was unable to duplicate it so this has started in the last week or so.
[ "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "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", "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", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n", "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)", "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)", "Broken edge lines with boolean and freestyle\nOperating system: Linux-5.0.7-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\nWorked: (optional)\n\n\nI'm seeing two different issues:\n(1) There is a broken line in the edge (see attached render). Rotating the object for a different angle, changing the boolean by moving one of the cylinders, etc. still causes broken lines, sometimes on multiple edges. Also, using the simple surface (without the toon shading setup of Shader-to-RGB and gradient) still causes the broken line. ![sekhar-04-20-19-eevee.png](sekhar-04-20-19-eevee.png)\n(2) The second possible issue is that while Eeevee renders correctly otherwise, Cycles also has the broken line and in addition seems to be rendering incorrectly for the toon shade effect - i.e., all solid color vs. multiple colors expected, see attached render. ![sekhar-04-20-19-cycles.png](sekhar-04-20-19-cycles.png)\n\nCreate a cube and two cylinders. Add two boolean modifiers to the cube to subtract the two cylinders. Add a toon shading setup (shader to RGB and gradient) and free style to render lines for edges. Render with Eevee and Cycles (see above). File attached. [sekhar-04-20.blend](sekhar-04-20.blend)\n\n", "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**", "Stereo Panorama in EEVEE\nStereo panorama is challenging on its own since we need to support slice rendering.\nNo plans to support this in the viewport, but at least for rendering.\n\nTo be tackled after #68991.", "Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n", "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n" ]
[ "Eevee particlesystem render error\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nEevee particlesystem render error, but cycles is fine, I try find reason, but just occour on render, so it's hard find why.\n\n[eeveeBug.blend](eeveeBug.blend)\n\n![eevee.png](eevee.png)\n\n![cycles.png](cycles.png)\n\n" ]
Incorrect tooltip of Presets delete button Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.90.1 Worked: The tooltip that appears when hovering on the delete button of presets still says "Add preset" instead of "delete". ![Screenshot_3.png](Screenshot_3.png) Go to any tab in the properties with customizable presets> click on the presets icon and hover with the mouse on the delete icon. Based on the default startup
[ "Application Template: Cannot get rid of \"Metadata\" panel\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\nBroken: version: 2.83.1\n\nWhen wiping the whole UI, the \"Metadata\" panel remains.\n\n- Install application template: [bug.zip](bug.zip)\n- Load it.\n- The UI is empty but the \"Metadata\" panel remains when it should have been unregistered.\n\n", "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)", "Properties window's tool settings don't update if UI is loaded without header.\nOperating system: macOS 12.0.1\nGraphics card: M1 Macbook Pro\n\nBroken: 2.93.5 (2.93.5 2021-10-06)\n\nI have my startup file set to hide the header in the properties window, and noticed that the Tool Settings tab does not update to show the current tool unless hovered over with the cursor. It updates on tool changes once the header is shown again, and continues to work (even without the header) until the UI is loaded again on opening a file or restarting Blender. \n\n- Open default file\n- In properties tab: {nav Right Click > Uncheck Show Header option}\n- Switch to Active tool and workspace settings\n- Change the active tool from toolbar\n\n---\nor\nLoad the UI from the attached blend file and try switching tools in the 3d view's toolbar. Then show the header in the properties window and try switching tools again.[startup.blend](startup.blend)\n\n[tools.mp4](tools.mp4)", "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![screen.png](screen.png)\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.", "Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "VSE/UI: Operators missing shortcut keys\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nSet Preview Range to Strips & Set Frame Range to Strips:\n{[F10276617](image.png),size=full}\n\nAnimation Render options are missing keys:\n{[F10276638](image.png),size=full}\n\nSide of Frame... Current Frame - is also suffering from a bad name and ctrl+left click on Playhead to select is missing.\nLeft & Right: Brackets do not work on non English keyboards.\n{[F10276621](image.png),size=full}\n\nAll of the handle selection options are missing keys:\n{[F10276625](image.png),size=full}\n\nAll of the Channel selection options are missing keys:\n{[F10276627](image.png),size=full}\n\nJump to previous/next marker are missing keys:\n{[F10276631](image.png),size=full}\n\n\n\n\n", "Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n![update.gif](update.gif)\n\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\n", "Drag tool-tip stays when mouse leaves the window\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nTool-tips displayed on drag stays after mouse leaves window\n\nOpen any file importer and drag any file, after exit the main window tooltip will still show\n\n\n\n<video src=\"attachment\" title=\"2023-08-18 21-26-50.mp4\" controls></video>\n\n", "Its possible to create Built-in attributes with wrong metadata\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace file.\n\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\attribute.cc:486 in BKE_id_attribute_remove.\nSaved session recovery to \"C:\\Users\\rfnei\\AppData\\Local\\Temp\\quit.blend\"\n```\n\n1. Create any attribute on mesh.\n2. Rename it to `material_index`.\n3. In debug: try to delite this.\n\n", "VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n![missing.jpg](missing.jpg)\n\n![addingmanually.jpg](addingmanually.jpg)\n\n\n\n\n", "Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.", "Library-Override Not able to edit \"Strip time Keyframe\" value in sidebar panel in graph-editor\nOperating system: Windows 10 Pro v.21H2\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: Version:3.3.3, hash:8d94aeb604fa, branch: master, date:2023-01-17\n\nI think is a similar case to this \" blender/blender#81965 \", but more specifically for animated striptime. The striptime key-frame in Graph-Editor is not editable in sidebar and values are grayed out.\n\n\n1. link a collection/character/object\n2. object > relation > make library override\n3. animate\n4. stash action to create NLA track\n5. animate strip time\n6. try to change a keyframe's value in graph-editor's sidebar Fcruve > active keyframe.\nopen the StripTime_KeyLocked.blend file, try to change the selected key's value in graph editor's sidebar\n\n![image](attachment)\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", "Double clicking particle system name (to rename) deletes pre-calculated particle animation.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b \n\n\nDouble clicking particle system name (to rename) deletes per-calculated particle animation.\n\nOpen new blend.\nAdd particle system.\nSimulate a few frames.\nPause animation.\nRename particle system.\nParticle animation / cache is deleted / reset.\n\n", "Tweak tool doesn't drag the point\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 516.59\n\nBroken: version: 3.6.0 Beta\n\nThe tweak tool is broken. It doesn't tweak a point.\n![image](attachment)\n\nChhose the Tweak tool and try dragging a point.\n\n" ]
[ "wrong tooltips on few minus buttons\n%%%--- Operating System, Graphics card ---\nirrelevant\n\n - Blender version with error, and version that worked ---\nerror: 2.69\nworked: ???\n\n - Short description of error ---\n1. Minus button in the Camera Presets panel has a wrong tooltip. Should be something like \"Remove a Camera Preset\" or \"Delete a Camera Preset\" and it is set (just like the Plus button) to \"Add a Camera Preset\".\n2. Same thing for Render -> Dimensions -> Render Presets\n3. Same thing for Cycles' Samples Preset\n4. Same thing for Light Paths Integrator Presets\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nJust check attached screenshot.\n\n%%%" ]
The GUI doesn't displayed correctly Operating system: mac os el kapitan Graphics card: nvidia geforce 9600m gt 512 mo macbookpro mi 2009 2.80 beta when I open blender{[F6020166](blender-bug.png)} the GUI doesn't display correctly, only multicolor windows see the attached picture just run blender 2.80 in mac os elkapitan
[ "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton", "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", "Horizontal mouse wheel support for MS-Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nLogitech MX Master 3 horizontal scrollwheel button works in mac os x, but not in windows 10 although both have the same settings in Preferences in Blender and Logitech Options App.\n\n\nSTEPS TO REPRODUCE ISSUE:\n\n1. Rez object, select it and orbit around it in Mac OS High Sierra and Blender 2.81 using MX Master 3.\n2. Do the same, but in Windows 10.\n\nBased on the default startup:\nA. Performance in Mac OS is the expected: when using the horizontal scrollwheel button (thumb button mouse) orbits. Works in a similar way than when Orbit with the Magic Mouse.\n\nB. In Windows 10 the thumb button doesn't work, even when the settings are the same in both computers for Blender and the mouse. \n\nWhy this happens and how can I get to make the thumb button to work in Blender for Windows?\n\n\n\n\n", "BLENDER DISPLAYS INCORRECT NUMBER OF VERTICES, TRIANGLES AND FACES IN VIEWPORT\nOperating system: Windows 11 Pro 10.0.22621 Build 22621\nGraphics card: NVIDIA RTX 2070 SUPER\n\nBroken: 3.5.1\nWorked: Do not recall, however, I first posted this issue in the Blender 3D Artists FB Page on Sept. 8, 2022.\n\nIn the 3D VIEWPORT, with STATISTICS turned on, Blender 3.5.1 (and many previous versions) randomly show the incorrect number of VERTICES, FACES and TRIANGLES ( most often it is something like 10 or 20 BILLION). This SAME error occurs OVER and OVER during my repeated \"daily\" blender usage. I estimate that I have seen it now at least 30 times since I first reported it. I CANNOT SAY WHICH ACTION TRIGGERS IT. Many others have acknowledged that they have seen the same thing. It is very annoying because I OFTEN have large scenes and TRULY need to know how large my scene is, but often cannot. SOMETIMES restarting blender helps, but then it happens again within the newly opened session.\n\nIT IS POSSIBLE that this only happens with fairly large scenes, but since my scenes are usually very large, I cannot say for sure.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe blender files where I KNOW it has definitely happened are too large, detailed and proprietary. Sorry, I cannot provide. If I happen to see it in smaller, unimportant blender file, I shall add it to this bug.\n\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "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", "Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\n\n", "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", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n", "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 ![ex1-gpu.png](ex1-gpu.png) CPU ![ex1-cpu.png](ex1-cpu.png)\nExample 2:\nGPU ONLY ![ex2-gpu.png](ex2-gpu.png) CPU ![ex2-cpu.png](ex2-cpu.png)\nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU ![ex3-fixed-partially.png](ex3-fixed-partially.png)\nExample 4, blender 3.3.0 2022-07-17:\nGPU ![original-gpu.png](original-gpu.png) CPU ![original.png](original.png) Replaced problem faces with 100% white diffuse material ![white.png](white.png)\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. ![ex4.jpg](ex4.jpg)\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)", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n", "Statistics Viewport Overlay Showing Incorrect Value\nOperating system: Windows 11\nGraphics card: Nvidia GeForce RTX 1650\n\nBroken: 3.6\nWorked: Every other version I've used so far\n\nWhile working in the viewport, the \"Viewport Overlay: statistics (edges count)\" glitches out and shows the wrong number. Sometimes being absurdly high. The image shows the main objects in my scene with the most geometry, mostly being 2k to 10k faces each. It gets a bit annoying when I can't see the right count. I'm not sure how to reproduce the error on command, but I'll keep looking!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nIt happens mostly while I swap in and out of pose mode but then again, I'm not too sure. However, this is usually the last action I take before I notice. I'm sorry for the insufficient information, but I hope you find the problem.\n\n", "The Arabic language appears reversed\nBroken: 2.79, 2.80, 2.81, ...\n\nThe Arabic language appears reversed\n![2019-11-26 (4)_LI.jpg](2019-11-26__4__LI.jpg)\n\nExample text: القرآن", "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 2.80 user interface is borked\nOperating system: Mac OS 10.13.6\nGraphics card: NVIDIA GeForce GT 120 512 MB\n\nBroken: blender-2.80.0-git20190325.72ede30d0f97-x86_64\nWorked: 2.79\n\nUI is mostly gradient-filled rectangles (for instance, menus drop down as gradient rectangles, the initial splash screen, the working area). All text (menus, buttons, etc.) appear as blocks, no actual characters.\n\nPerhaps this might be due to the fact this is an initially 4,1 (2009) Mac Pro that I updated the firmware for to 5,1, causing confusion about the graphics card? Blender 2.79 works fine, as do all my other applications.![Screen Shot 2019-03-25 at 10.13.54 AM.png](Screen_Shot_2019-03-25_at_10.13.54_AM.png)\n\nOpen Blender", "User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009)\nOperating system: Mac OSX 10.11.6\nGraphics card: NVIDIA GeForce 9600M GT 512 MB\n\nBroken: blender-2.80.0-git20190220.ee7c9790a254-x86_64\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional) 2.79b\n\n\nThe MacBook Pro has two graphic cards between i can switch. The standard\ngraphic card is the GeForce 9400M. When i am open Blender 2.8 with this\none, everything looks ok, but the performance is not the best. So i had to switch\nto the GeForce 9600 for a better performance. But when i opened Blender again the \nuser interface looks like the attached screenshot.\n\n![Screenshot.png](Screenshot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart the Blender 2.8 on MacBook Pro with NVIDIA GeForce 9600M GT", "macOS 10.11 and NVIDIA user interface display broken\n{[F6612545](Blender_2.8_Screen_Shot_2019-02-14_at_2.30.44_PM.png)}Operating system: \nOS X El Capitan Version 10.11.6\niMac (24-inch, Early 2009)\n\nGraphics card: NVIDIA GeForce GT 130 512 MB (standard built-in)\n\nBroken:\nblender-2.80.0-git20190214.a9da750aee08-x86_64 (from app file name - splash screen unreadable)\n\nSee screenshot. Interface is very colorful, but obviously unusable.\nGranted, this is a 10 year old computer, but Blender 2.79b works like a charm. \n\nInterface appears as seen here upon launch.", "EEVEE is white \nHi\n\n**System Information** \n\nModel Name:\tMacBook Pro\nModel Identifier:\tMacBookPro5,1\nProcessor Name:\tIntel Core 2 Duo\nProcessor Speed:\t2,53 GHz\n```\nNumber of Processors:\t1\nTotal Number of Cores:\t2\nL2 Cache:\t6 MB\nMemory:\t8 GB\nBus Speed:\t1,07 GHz\n```\n\n\nOperating system:\n\nMac OSX 10.11.6 \nMac OSX 10.14.3\n\n\nGraphics card: \n\nNVIDIA GeForce 9400M 256 MB and NVIDIA GeForce 9600GT 512 MB\n\nBroken: Version 2.80 2019-03-12\n\n\n\nWhen I am switching from the NVIDIA GeForce 9400M to the NVIDIA GeForce 9600GT with 512 MB the 2.80 interface is broken ![Screenshot 2019-04-06 at 23.04.14.png](Screenshot_2019-04-06_at_23.04.14.png)\n\nWhen I am using the NVIDIA GeForce 9400M the EEVEE render engine's shading is white > only the CYCLES working.\n\nIs this possible to run 2.80 with EEVEE on my vintage mbp?\n\n\n\nRegards\nJWS\n\n\n\n\n\n\n\n", "Blender starts with totally corrupted graphics\nOperating system: OS X El Capital\nGraphics card: NVIDIA GeForce 8800 GS 512 MB\n\nBroken: 2.80 Downloaded 29 of December (not able to extract code due to corrupt start screen)\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional) The 2.79 version works. Older versions of 2.80 has worked before.\n\nI have been able to use the 2.80 aha version before but now it does not work any longer. The startup screen is totally corrupt including viewport, menus etc.\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Normal maps broken in Cycles Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 Broken: version: 3.0.0 Alpha In cycles, normal maps only affect some triangles of each face. The problem does not occur in eevee. 1. Create a plane, or any other shape. 2. Give it a material containing a normal map. 3. Look at it in cycles. Eevee: ![Screenshot 2021-08-22 205734.png](Screenshot_2021-08-22_205734.png) Cycles: ![Screenshot 2021-08-22 210822.png](Screenshot_2021-08-22_210822.png)
[ "Hair with material using a non-existing attribute looks different between Eevee and Cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.00.20.220516\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nHair can be affected by materials that use attributes such as mesh.\nThe color of the mesh at the root position of the strand usually defines the color.\nBut that's not the case in Eevee if an attribute doesn't exist.\n![image.png](image.png)\n\nThe actual color can be kind of undefined, but there should be a convention between the renders.\n\n- Open attached .blend file\n- Compare Cycles and Eevee\n[hair_material_with_non-existing_attribute__bug.blend](hair_material_with_non-existing_attribute__bug.blend)\n\n", "Bug: Extrude faces along normals + \"Individual origins\" pivot point\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA Geforce GTX 960M\n\nBroken: 2.80 957b4547aeeb 2019-01-28 22:11\nWorked: Set the piviot point option to anything else, such as bounding box center, 3D cursor, etc.\n\nWith pivot point set to **individual origins**, the tool **Extrude faces along normals** don't work properly. It just acts like the **extrude** tool.\n\nVery simple. open the startup file with a cube, set the pivot point to **individual origins** and use **extrude faces along normals**(Alt+E) inside the edit mode.", "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", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Maximum number of attributes that can be used with eevee shading needs to be documented\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 527.56\n\nBroken: version: 3.6.0 Beta\nWorked: This is the only version I have used\n\nThere are more than 20 parameters or attributes in my geometry nodes setup, and when I try to use those attributes in shader editor it doesn't update its values. Sometimes it updates when there is a viewer node connected.\n\nIts a big node tree and a lot of materials, so that's it.\n\n", "Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n![blend_2_82a.png](blend_2_82a.png)\n2.82a\n\n![blend_2_90.png](blend_2_90.png)\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)", "Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)", "Sculpting: Smooth produces seams on triangular topology\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 versions: from 2.83.9 to fresh 2.92.0 Alpha\n\nAs title says. Try to use default clay brush on icosphere.\nSmooth brush separately do not produce so noticable seams. But with clay brush it do. Or as filter.\n![62082114.png](62082114.png)\n[2020-12-27_07-06-57.mp4](2020-12-27_07-06-57.mp4)\n\n[2020-12-27_07-12-52.mp4](2020-12-27_07-12-52.mp4)\n\nSo if it is limitation, I suggest to use smoother profile for clay brush without autosmooth as default preset, untill there will be way to fix issue.", "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.", "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", "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![normals1.png](normals1.png)\n\nI really like this functionallity and I only want it to improve :-D\n\n\n ", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "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![image.png](image.png)\n\n![image.png](image.png)", "EEVEE doesn't take collection visibility in account with collection instances\nOperating system: Arch Linux and Windows 10\nGraphics card: Intel UHD 620 and NVIDIA GTX 1060 Super\n\nBroken: `3.1 Alpha 43b0ff3054ba`; `3.0 Beta fb0ea94c6303`; `LTS 2.83.19`\nWorked: \n\nWhen baking (cubemaps or irradiance) with visibility collection set, it will ignore collection instances.\n\nTo explain, I've prepared the following screenshot, hopefully it will explain the situation well.\n\n![image.png](image.png)\n\nAs you can see, the cubemap has visibility collection set to *Collection*, where a *Plane, Cube and an instance of Real* are present, however in the cubemap only the *Plane and Cube* are visible, while the instance is left out.\n\nAs a reference, this is how it should've looked like (this was after instances were made real):\n\n![image.png](image.png)\n\n1. Open the appended file\n2. In render settings, under indirect lighting: *Delete Lighting Cache* and *Bake Cubemap Only*\n3. Switch to Renderered view\n4. Observe the missing floating instance of Real\n[eevee_visibility.blend](eevee_visibility.blend)", "Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n![4.png](4.png)\n\n![3.png](3.png)\n\n![2.png](2.png)\n\n![1.png](1.png)" ]
[ "Normal maps broken in master... again\nOperating system: Linux-5.11.0-27-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: All builds before rBb8ecdbcd964a7e78d7e077ef84a914b1374ae076\n\nThis is kind of a followup of my previous report T90776 that got fixed. But it looks like a new bug was born then.\nNormal maps from image textures look very broken in final rendering while in preview they look like they should.\nIt took me a while to reproduce because at first I thought my normal map texture was broken or it was caused by its bit-depth (16 bit integer). But then I noticed that all kinds of normal maps show the behaviour.\n\n- Open the attached blend file. It contains one packed normal map as an EXR but the file format doesn't matter.\n[Normal_Map_Bug_v02.blend](Normal_Map_Bug_v02.blend)\n- Press F12 to render\n- Here's a screenshot where on the left you can see the preview render and on the right the F12 render. There are two cylinders in each image. They have the same material except that the cylinder on the right also has a simple normal map.\nIt renders more or less black, but the effect in production scenes looks like the normals look into a completely wrong direction, almost as if the color management was set to sRGB instead of non-color or something like that.\n![image.png](image.png) \n- Eevee renders perfectly. Preview also looks fine.\n\nP.S.: Upon further investigation I accidentally found out that normal maps work perfectly on objects with rotation 0,0,0. If I offset the rotation it looks like the rotation gets added to the shading normals somehow. The same goes for objects with applied rotations (0,0,0) that are parented to rotated objects. Like it happens very often when importing objects from other DCCs that use Y-up.\nIn the attached repro file you can confirm this by un-parenting the right cylinder and afterwards applying its rotations so that it gets reset to 0,0,0. Then it renders fine.\n" ]
Sequencer visual glitch Operating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce GTX 780M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151 Broken: version: 3.3.0 Alpha Worked: (newest version of Blender that worked as expected) 3.0 The sequencer window shows visual glitches as displayed in the attached image. This issue was not present before the channel names were introduced. This seems to only affect the sequencer as no other editors have this problem. Open blender, choose the video editing template, and the glitch is visible.![sequencer-glitch.png](sequencer-glitch.png) [b3d-seq-glitch.mp4](b3d-seq-glitch.mp4)
[ "GPencil: Buffer stroke is only visible in the area that originated the drawing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.90 (sub 0)\n\nWhen creating two viewport, you can't watch the lines drawn at the same time\n\nCreate two viewport and move a little on the screen. Then start drawing. You will notice that the lines are not visible at the right time\n[bandicam 2020-04-21 14-03-29-287.mp4](bandicam_2020-04-21_14-03-29-287.mp4)", "Animation channels list UI\nThere are various problems with the animation editor's channel list. Many affordances from the Outliner are missing here, making it difficult to select, navigate and see clearly what is selected. We can also optimize how you switch between visible F-curves, which currently requires users to manually enable or disable visibility toggles.\n\n**List of changes**\n\nFunctional changes:\n- - [ ] Add an option, on by default, to only show the selected channel curves. When enabled, don't show the eye toggle, since it becomes redundant. \n- - [ ] Update the channel list to behave like the Outliner:\n - Hold Shift to do range selections (Ctrl to do normal extend)\n - Highlight the entire row on mouse-over.\n - Use arrows for walk-selection, also in combination with Shift to extend\n - Filter the icon columns like the restriction columns in the outliner. For example, not everybody uses modifiers, so having a column of buttons to disable modifiers can be useless.\n- - [ ] Replace box-select with click-drag (like buttons). This will give more immediate feedback of which channels are selected, rather than seeing that feedback only when releasing the mouse.\n- - [ ] Auto-scroll the list back into view when all the list entries are outside the view (happens when changing selections)\n- - [ ] Auto-scroll the channel list when drag-selecting.\n\n\nVisual changes:\n\n- - [x] Separate the eye toggle from the Graph Editor curve color indicator ([D5882](D5882))\n- - [ ] Use alternating lines (see Outliner)\n- - [ ] Highlighted row should use solid colored background (see Outliner)\n- - [ ] Rolling over rows should highlight them (see Outliner)", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n![MPS_GPU_MB_cof.png](MPS_GPU_MB_cof.png)\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n![MPS_GPU_MB_eof.png](MPS_GPU_MB_eof.png)\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n![MPS_CPU_MB_cof.png](MPS_CPU_MB_cof.png)\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n", "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**", "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)", "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", "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) ", "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![Normal Frame](attachment)\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![Corrupted Frame](attachment)\n\n", "Display RGB channels shows alpha premultiplied color with 8-bit images\nOperating system: Linux-5.8.18-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0\nWorked: blender-2.90.1\n\nDisplay RGB channels shows alpha premultiplied color with 8-bit images. See sampled color in image editor. It should be all white\n![untitled.png](untitled.png)\n\nSorry for using sequencer to demonstrate this, it was quickest method to render data I need.\n\n[#83342.blend](T83342.blend)\n- Open file\n- Render\n# Sample color in black area in image editor\nRGB channels have value of 1, pixels are black however.\n", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Cycles: tapering hair transparency fails in '3D Curves' mode [regression] (probably caused by embree)\nOperating system: Ubuntu 20 LTS and MacOS Mojave\nGraphics card: Quadro p2000\n\nBroken: 2.92 and latest 2.93.0 alpha 5f1f233dc97de34f6be0f51edd3cbf2d8247fbda\nWorked: 2.82a and 2.83.4\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nSetting a transparent BSDF shader to hair in 3D curves mode yields a visible error where parts of the hair are black.\nThis issue is visible in the viewport and at render time. It affects both CPU and GPU rendering.\n\nIn ribbons mode, transparency works almost as expected. I noticed that when hair strands overlap and they have transparency, they are not transparent but they take the background opaque color instead, so the hair strands below are \"covered\" with background color.\n\nembree\n![image.png](image.png)\nbefore embree\n![image.png](image.png)\n\n[#86500.blend](T86500.blend)\nOpen file and switch to rendered view\n\n---\n\nOriginal report:\n\nInitial setup in viewport: a cube with 20 hair strands:\n![hair_transparency_blender_283_vp.png](hair_transparency_blender_283_vp.png)\n\nRender in version 2.83.4:\n![hair_transparency_blender_283.png](hair_transparency_blender_283.png)\n\nRender in version 2.92+\n![hair_transparency_issue_blender_292.png](hair_transparency_issue_blender_292.png)\n\n\nAttached is a .blend file example (so that you don't need to reproduce the steps below). [transparent_hair_curves_issue.blend](transparent_hair_curves_issue.blend)\nIf you run it on Blender 2.82a, rendering should show only a cube. Blender 2.92+ will show the issue.\n\nSteps:\n- Open a new default blender scene with a cube\n- Choose Cycles renderer\n- Under Render Properties > Hair, select 3D Curves\n- Add a hair particle system to it\n- Lower particle count to 10\n- Set segments to 5\n- Enable Hair Dynamics, play the timeline for a while until hair bends\n- Go to simulated frame 30 (just an example)\n- Scroll down in psys panel to Render, enable b-spline with steps 2\n- In Timing, set start to 0.361 (just for testing purpose)\n- In Hair Shape, set Diameter Root 0.5, Tip 1, Radius Scale 1.00\n- Render in viewport or to an image (same result)", "Blender 3.0 Denoising on Transparency Creates Artifacting (Blend included)\nOperating system: Win 10 (latest update)\nGraphics card: RTX 3090\n\nBroken: (3.0.0 and 3.0.1 dc2d18018171 Branch: Master)\nWorked: (2.9.0)\n\nWhen enabling transparency under \"Film\" settings, artifacts occurs in the transparency channel\n\nOpen attached .blend in 2.9.0 and 3.0.0 and hit render to see. I've set-up a compositor node setup to highlight and visualize the artificating found in 3.0.0. Try rendering with both Denoising methods to see variations in artifacts.\n\n**Other notes**\nI've played with as many render settings as possible and found that the denoiser is responsible. OptiX is worst, OpenImage is not as bad in artifacting.\n\n[alpha-transparency-denoising-issue-sample.blend](alpha-transparency-denoising-issue-sample.blend)\n\nNotice the clean colors in the greys (background composited in Compositor to help see issue)\n![2.9-alpha-clean.jpg](2.9-alpha-clean.jpg)\n\nNotice the vertical and horizontal line noise\n![3.0-alpha-dirty.jpg](3.0-alpha-dirty.jpg)\n\n[system-info.txt](system-info.txt)" ]
[ "Video Editor is extremely glitchy\nOperating system: Linux-5.14.18-100.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 3.3.1\nAlso broken: version: 3.2.2-stable, 3.3.0-stable, 3.3.1-stable, 3.4.0-alpha\nWorked: 2.93.11\n\nThe video editor has extreme graphical glitches.\n\nJust open the video editor.\nI recently got a 4k monitor, but other than that nothing about my system changed. So maybe it is related to that?\n\nScreenshot: ![Screenshot_20221011_053429.png](Screenshot_20221011_053429.png)\n\nVideo: [blender_video_editing_bug-2022-10-11_05.30.00.mp4](blender_video_editing_bug-2022-10-11_05.30.00.mp4)", "VSE visible glitches in Sequencer edtor area\nOperating system: Linux-5.18.4-1-default-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 690/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.3.0 Alpha and stable release of Blender 3.1.x and Blender 3.2.x\nWorked: Blender 3.0.x stable release\n\nUsing VSE are visible glitches in Sequencer editor area, glitches seems to be portions of Blender video buffer\n1 - open Blender\n2 - reset it to factory setting\n3 - choose File > New > Video Editing menu item or open Video Editing workspace\n4 - glitches are visible in Sequencer area (strip editor) as in video, resizing Sidebar do glitches more visible.\n\n[VSE_sequence_strip_area_glitches-2022-06-21_19.07.31.mp4](VSE_sequence_strip_area_glitches-2022-06-21_19.07.31.mp4)\n\n" ]
Stereoscopy - render result for interlaced shows anaglyph result in image editor Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.90.0 Alpha When i adjust to display an interlaced result in the viewport, then the viewport shows me the interlaced result. When i render an interlaced stereoscopic image with interlaced, then the image editor displays the anaglyph result, and not the stereoscopic result. Saving out works then as expected. It saves the interlaced image. So the interlaced image is there. It is just not displayed in the image editor. Open Blender. In the Output settings activate Stereoscopy. In the Output panel in the Views subtab activate Stereo 3D and set the method to Interlace. Render the image. It displays as anaglyph in the image editor. Save the image. The saved image will be interlaced. ![interlaced.jpg](interlaced.jpg)
[ "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\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", "EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n", "render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)", "Exclude 'Render Result' and 'Viewer' image types in the dropdown in certain contexts [Shader Editor, Compositor, UV Editor...]\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\ncompositor's image node doesn't output render result.\n\nopen attached file, go to compositor, hit render, click on split viewer, nothing appears in compositor backdrop.\n\n[comp image node bug.blend](comp_image_node_bug.blend)\n\nPS, shouldnt this node have the ability to select which render result slot and layers to ouptut? Not sure how to comp two render results together that are in different slots otherwise (without saving each slot out as multilayer exr)\n\n****\n\nAlso using an Viewer image type in a shader nodetree is known not to work for the same reasons (using data that is not available yet or running into recursion), see #76352\n\nSo proposed solution would be to exclude the Render Result and Viewer image types in the dropdown in certain contexts [Shader Editor, Compositor...]\n", "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)", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)", "Pixels and resolution not for multilayer EXR and Render Result\nCentOS - GTX 1070\n\n2.79\n\nPixels and resolution are not available with multilayer EXR or Render Result images.\n\nimport bpy\ndata = bpy.data\nimage = data.images['Render result or multilayer EXR']\nprint(image.pixels) # length is 0\nprint(image.resolution) # return always Vector((0.0, 0.0))\n\nIt is working with regular EXR file.\n", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "Viewport render image not showing edge length and related info\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.81\n\nViewport render image function not showing edge length and related info that is normally visible in viewport\nthis is not working since 2.83 but was working in previous versions\n\n- take any mesh\n- enable displaying of edge length (or face area, angles etc)\n- enter edit mode and select few edges to see the info in viewport\n- go to view - > viewport render image\n\nin 2.81 you would get that edge info visible in viewport rendering, now since 2.83 it is not working\n\n", "Render has distortion with stereo, panoramic and motion blur\nOperating system: Linux-5.4.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.2.6\n\nBroken: version: 2.81 (sub 16)\nWorked: Worked well in GUI mode.\n\nWhen batch render the 3D 360 scene, object with follow path modifier and motion blur enabled, the \"R\" eye image contains distorted object\n\n\n[3D_360.blend](3D_360.blend)\n\n0) Set render engine to \"Cycles\"\n1) set [Stenography] option ON, select [Stereo 3D]\n2) set camera to Panoramic, type Equirectangular\n3) Add object to scene\n4) Add curve to scene (circle for example)\n5) Add constrain [Follow Path]\n6) Add key frames with different offset values to make it move along the path\n7) Enable [Motion Blur] in \"Render properties\"\n8) Save the file and quit blender\n9) Run the rendering in batch mode (for example):\n$ blender -b scene.blend -f 1\n\n10) Examine saved image for _R eye.\n\n![0001_L.png](0001_L.png)\n\n![0001_R.png](0001_R.png)", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Display as behaviour in rendered view inconsistent between Eevee and Cycles\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 4)\n\nWhen objects are set to display as wire or bounds, in the rendered view in eevee they are shown as wire or bounds respectively, but in Cycles they are fully rendered. \n\nFor any object, under object properties -> viewport display, set display as to \"bounds\" or \"wire\". Subsequently when the viewport is set to rendered view, the object is shown as bounds or wire in Eevee, but in Cycles the object is fully rendered. The Cycles way would be the preferred way in my opinion.", "3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n![disp correct.png](disp_correct.png)\n\nAnd this when loaded via OSL OPTIX:\n![disp broken.png](disp_broken.png)\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n![grafik.png](grafik.png)\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n" ]
[ "Stereo 3D settings not shared between main window and children\nBroken: 2.83\n\nIf you render (or create a new window that is not a Main Window you don't see the menu to change the stereo mode.\n\n(based on the original report, though saving and re-loading is a bit irrelevant here)\n\nOpen blender with a camera pointing at a camera\nGo into scene view and turn on; \n- Stereoscopy\n- Stereo 3D mode (not Multi-View)\n- Views > Stereo 3D (not individual)\n\nDo a test render and notice how the blender render window shows anaglyph fine.\n\nSwitch to a different stereo mode e.g., Interlace and notice how the render still displays an anaglyph image.\n\nThe stereo setting of the main window doesn't get shared between the children windows." ]
Regression for brush bleed with quads Linux Manjaro 64-bit GeForce GT 640 Broken: 2.79 RC1 down to 2.76 Worked: 2.75a and previous versions Up until 2.75a, the texture brush bleed performed on quads using the bisectors of the quads : ![2.75a quad.png](2.75a_quad.png) but since 2.76 up until 2.79 RC1, it performs on the triangles that compose the quads : ![2.76 quad.png](2.76_quad.png) this brought undesirable results such as an uneven thickness of the bleeding : ![quad grid comparison.png](quad_grid_comparison.png) increasing the bleed value is not a good way to counteract this problem since it increases the chances of bleeding into another UV island or bleeding inside the very island we're painting in, as shown by the white arrows here (a texture stencil was used in the brush to make it visible everywhere) : ![2.76 quad grid 2.png](2.76_quad_grid_2.png) - in 2.75a open this file [bleeding regression.blend](bleeding_regression.blend) and click on the cube to fill it with paint with the fill brush - observe the image - do the same in any later version
[ "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", "Large clay strip brush gives uneven and pointy results\nOperating system: Win11\nGraphics card: Nvidia 4090 Laptop\n\nBroken: 3.6.2\n\nLarge clay strip brush gives some very uneven and jagged results.\n\nSee the screenshots below:\n\n", "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)", "Paint Mode: Brush Radius VS Brush Size\nThis is a brief task design to explain **why Blender should switch brush radius to brush size** and how this change will benefit artists.\n\nI will start introducing the **issues that texture paint mode have currently by using brush radius:**\n\n**1. Makes impossible to paint single pixels.**\n\n- As minimum brush radius is 1px (integer values), **minimum brush size is 2px**, so it's **impossible** to use current brushes **to paint single pixels as for pixel art** styles.\n\n\n**2. Spectrum of brush size values cut by half.**\n\n- Current brush radius makes it **impossible** for artist **to paint with an odd number brush size**/diameter.\n- This likely **cut the values by half** as artists can't paint with a brush with sizes of 1, 3, 5, 7, 9, 11, and so on...\nThat's a silly limitation for artists when we have an easy solution of moving to brush size/diameter.\n\n\n**3. Contra-intuitive.**\n\n- **Brush size**/diameter **gives artists better feedback on the real size of the brush** over the texture space while they don't have to think in brush radius * 2.\n\n\nBrush size is a standard over brush radius but not because it is driven by big companies but because it is the most intuitive for artists while radius may be more intuitive for mathematicians and programmers, so I think we should invest into improving UX for the end-user, specially in texture paint mode that lacks a lot of it.", "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)", "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", "Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.", "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.", "Quad View Exiting Behavior\nUsers coming from other software expect Quad View to behave a certain way. Since d71db08f6d, when exiting Quad View we always toggle to the *User Perspective* (top right) view, rather than the one the mouse currently hovers. That differs from what users probably expect (see #43523, #42462, #42368, #43452, #69717).\nIt should not be hard to get the (presumably) expected behavior to work again while addressing the reasons it was removed.\n\nQuick proposal:\n* Maximize the hovered view when exiting Quad View\n* Keep rotation of that view locked if it wasn't the *User Perspective* one\n* Keep the view transform of the *User Perspective* stored so when going back to Quad View, it shows that in the top right.\n\nFor more details, see d71db08f6d.", "Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "Setting the brush radius unit to \"scene\" does not automatically use correct stroke spacing distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nThe brush settings have an option to fix the radius to either the view or scene, called \"Radius Unit\".\nIf the Scene setting is used, it will not automatically use the correct spacing distances for the stroke.\nThis needs to be toggled manually with separate stroke setting called \"Spacing Distance\" from view to scene.\n\nIf the viewport orientation is very close to the world origin, rotated towards an object that is further away from the world origin, it will lead to a much higher spacing distance.\n\n[2022-05-13 10-24-15.mp4](2022-05-13_10-24-15.mp4)\n\n**Exact steps to reproduce**\n- Move the default cube 4 units away from the world origin\n- Add a multires modifier and subdivide 5 times\n- Enter sculpt mode\n- Use the draw brush\n- Switch the Radius Unit setting from View to Scene\n- Orient your viewport so that you are positioned very close to the world origin, looking at the cube\n- Sculpt on the cube (Notice the very high spacing distance)\n- Rotate your view around to the other side of the cube (Now the viewport is positioned further away from the world origin)\n- Sculpt on the cube from that angle (The stroke distance should be much smaller now)\n\n- To fix the issue switch the stroke setting \"Spacing Distance\" from View to Scene\n- Retry sculpting from the same angles", "Sculpt Texture Paint: Seam Bleeding errors\nOperating system: Linux-6.1.12-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: ---\n\n\nWith the experimental `Sculpt Texture Paint` preference there are still some seam bleeding issues.\n\n![Screenshot_20230217_144113.png](attachment)\n\nThis task is for @Jeroen-Bakker to look into.\n\n**.blend file**\n[bug.blend](attachment)\n\n", "Paint Mode: Pixel Brush Tool\nThis task design is about adding a pixel brush tool as a potential solution to the current limitation in texture paint mode to not being able to paint textures in a pixel art style not even able to paint single pixels.\n\n\nBefore looking into this solution let's check anothe non-pixel-brush-tool alternative and see the pros and cons of each one so we reach a conclusion.\nFeedback and new ideas are welcome!\n\n\n**SOLUTION 1 - REFACTOR and EXTRA ADDITIONS:**\n- Replacing current brush radius (which is strange IMHO) to brush size. This will make possible to have brushes with 1px size (diameter) to paint single pixels.\n- Add alternative squared paint cursor display over cursor settings to have a better feedback.\n- Add AA toggle as a unified paint setting to make possible paint in pixel art with any brush and size.\n- Add pixel grid overlay in the overlays panel.\n\n**CONS:**\n- Cursor isn't aligned with pixel grid.\n- So much options user have to configure before doing pixel art. (cursor, AA, pixel grid...)\n\n**SOLUTION 2 - PIXEL BRUSH TOOL:**\n- To have a dedicated pixel brush tool independent from current paint brush. This tool will behave differently.\n- To paint single pixels and blocks/chunks of 2x2, 4x4, ... pixels.\n- To paint pixel art patterns and gradients.\n- Dedicated pixel grid overlay which will be automatically enabled depending on zoom or pixel size in screen space.\n- Align brush automatically to the pixel grid.\n- No need to pre-configure anything.\n\n**CONS:**\n- Align cursor to pixels in 3d viewport may be a lot of fun BUT extremely useful.\n\n--------------------------------\n\n**CONCLUSION:**\nIn conclusion, having a separated tool will be most suitable as a pixel brush needs specific behaviours, as a squared cursor, aligned cursor, pixel grid overlay and no AA brushes.\n\n--------------------------------\n\n\n### Let's talk about the PIXEL BRUSH TOOL solution!\n\nI've made a few prototypes in Python so I can give you all an idea of how it could behave:\n\n**• Pixel Grid Overlay**\n\n![image.png](image.png) A grid per pixel.\n\n![image.png](image.png) A grid per chunks of 4x4 pixels (or whatever configured by user).\n\n**• Align Brush Automatically to the Pixel Grid**\n[ezgif.com-gif-maker (15).mp4](ezgif.com-gif-maker__15_.mp4)\n\n**• Pixel Brush Tool overview**\n[ezgif.com-gif-maker (5).mp4](ezgif.com-gif-maker__5_.mp4)\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" ]
[ "Texture Paint 'Bleed' is angled along UV edges\nWindows 10\nNvidia GTX 970\n\nBroken: 2.78a and 2.78c (tested on both of these)\n\nWhen using the texture paint section of Blender, if the 'Bleed' setting is set to anything above 0, you will see that when painting along an edge of a UV in the 3D Texture Paint mode, the bleed works fine from the first vertex, but is angled towards the next vertex, meaning the bleed isn't consistent at all.\n\n1. Start with default cube\n2. For quicker purposes, smart UV unwrap the cube with a margin (the error is with any unwrap)\n3. Move into Texture Paint mode\n4. Create a paint slot image texture of any size.\n5. Change the options, bleed setting to anything above 0. To see the bug clearly, use a large number like 8px\n6. Begin drawing along an edge of the cube.\n7. View the UV and texture in the 'UV/image editor' and zoom in, you will see the painted bleed is angled, and fading back to 0px bleed towards the edges of the vertices.\n\n" ]
Spline IK does not use Geometry Nodes Output Curve 3.0 Operating system: Win10 Broken: (example: 3.0, blender-3.0.0-candidate+v30.d2e608733507-windows.amd64-release) Worked: never Spline IK does not use Geometry Nodes Output Curve but the curve in Edit Mode. - Create two curves (curve A and curve B) - Manipulate curve B to a custom shape. - Use Geometry Nodes to output curve B to A. - Use IK Spline on a simple linear Armature with multiple straight bones targetting curve A. Expected Behaviour: The Armature follows the shape of Curve B that is beeing outputet to curve A. Actual Behavior: Spline IK does not use the modifier stack, but the original curve A **Addintional Information** This does work with Animation Nodes "Curve Object Output" [Err_SplineIK&GeometryNodes.blend](Err_SplineIK_GeometryNodes.blend)
[ "Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "Transfer attributes in the fill curve node\nThis is like [D12363: Geometry Nodes: Transfer attributes in the curve to mesh node](D12363), but most likely much simpler.\n\nWhen there are non-builtin attributes on the curve (anonymous or named), they should be transferred to the vertices created by the curve fill node. The Delaunay triangulation can generate an index map for such situations, which should make the transferring quite simple.\n\nThe Delaunay index map shouldn't be created if no attributes will be transferred anyway, since it has a performance cost.", "\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n", "Disallow children of constrained bone as IK target\nBlender doesn't support having a child bone as IK target. For example in a parent-to-child chain of bones A, B, and C, you cannot have an IK constraint on bone B that targets bone C.\n\nFrom Blender's UI it's unclear when a child bone is selected as target. It would be nice if it could disable the constraint and show the field as invalid (in red). The fact that Blender doesn't clearly show this as an error leads to reports like #65257 (Very Glitchy Armature).\n\nOne thing that could make an implementation not so trivial is speed; going over the entire parent chain of the target bone could be time-consuming.\n", "Custom normals design for curves\nCurrently curve normals are calculated automatically. We have two modes, Z-Up, and \"Minimum Twist\".\nWe probably want to introduce X-Up and Y-Up too, just for consistency, but this won't give enough control in some cases still. So we still need some ability to make normals more custom.\n\n**Option 1: Custom Normals**\nOne solution is to use a \"Set Custom Normals\" node. However, that requires accepting that the normals might not be orthogonal to the tangent, or making it a lossy operation.\n\n**Option 2: \"up\" Attribute**\nAnother option is adding another attribute that influences the automatic calculation of normals like `tilt` does currently.\nThe `up` attribute would be an initial starting direction for the normal. The final normal would be the direction most aligned with the up direction that's still orthogonal to the tangent.", "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "Connect Curve Splines Node\n{[F10175900](image.png) size=full}\n{[F10175899](image.png) size=full}\n\nThis node join splines from the input geometry sets into a single spline, depending on the merge settings.\n\n**Details**\n* The use cases are building and later filling a single shape from multiple curve primitives, creating a single spline from multiple objects, and other options where connecting splines is useful like in edit mode.\n* If end points of two splines are within the \"Merge Threshold\", they will be connected, just like in curve edit mode with the `F` shortcut.\n* If \"Add Segments\" is off, the node will not create new segments, only join end points and start points. (This corresponds to `F` and then deleting one control point in edit mode.\n* If the spline types do not match, a poly spline will be used for the result of that set of the input splines, in evaluated form. Poly splines are a good choice because they are the \"base\" of curve functionality.\n* If three end points are inside the merge threshold, the closest points will be connected, and as a fallback a choice could be made based on index.\n\n**Related Nodes**\n* \n\n**Further Questions**\n* Naming: \"Concatenate Curves\" or \"Join Splines\" or \"Connect Curves\" are other name possibilities.\n\n**Implementation**\nA first pass should find which start and end points are within a merge threshold. Keeping this operation from having N^2 runtime will be important. Then >2-way intersections should be dealt with, then data should be copied to the result, or possible moved with `std::move` if no connections were made to a spline.", "Geometry Nodes: Evaluate node tree for get dependencies\n/ in a progress /", "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", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "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", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "Texture nodes CPU evaluation design\nFor #54656, we need CPU evaluation of a subset of shader nodes that form the texture nodes.\n\nPrototype under development in [D15160](D15160).\n\n**Overview**\n\nThe plan is to make this a subset of geometry nodes that can be evaluated using the same mechanisms. Texture nodes can be though of as a geometry nodes field, and when evaluated in the context of geometry nodes they are.\n\nHowever they can also be evaluated outside of a geometry node tree. In particular, they can be evaluated on:\n* Geometry domains vertex, edge, face, corner, for geometry nodes and baking of textures to attributes. Possibly also sculpting and vertex color painting.\n* Geometry surface, for image texture baking and painting.\n* 2D or 3D space not attached to any geometry. For brushes, 2D image painting, physics effectors.\n\nTo support the last two cases in the geometry nodes infrastructure (but not the geometry node evaluation itself), a new field context named `TextureFieldContext` is added. This represents a continuous texture space, that may be mapped to a geometry surface or not. It has one domain, `ATTR_DOMAIN_TEXTURE`.\n\n**Compilation and Execution**\n\nThe texture nodes compilaton and evaluation mechanism uses much of the same infrastructure as geometry nodes, but is separate to be usable in different contexts. It's meant to be possible to execute texture nodes efficiently many times, for example paint brushes are multi-threaded and each thread may execute the nodes multiple times. This is unlike geometry nodes where multiple threads may cooperate to execute nodes once.\n\nThe current compilation mechanism is as follows:\n* Multi-function nodes are compiled into a `MFProcedure`, which bundles multiple multi-functions into one for execution. Geometry nodes do not currently use this mechanism, but it is designed for this type of evaluation. This is rather inefficient currently for individual points, but should get more efficient when evaluated in big batches.\n* Remaining nodes are input nodes, and execute `geometry_node_execute` as part of compilation, which then outputs fields and values. The execution context for these nodes is limited, unlike geometry nodes there is no geometry, object or depsgraph.\n* For evaluation, fields are converted into `GVArray` using the provided geometry.\n\nWe could consider making geometry available and to the compilation and caching the compilation per geometry, though it's not clear there will be nodes that need this. Alternatively we may cache just the `GVArray` per geometry.\n\n**Fields**\n\nInput nodes return fields, which are then turned into `GVArray` for evaluation. For the texture domain, this is a virtual array that interpolates attributes. There may be some possibility here to share code with data transfer field nodes, or nodes that distribute points and curves on surfaces and inherit attributes.\n\nShader nodes need additional fields that are not currently in geometry nodes:\n* Generated / Rest Position / Orco\n* Normal, taking into account face smooth flag and custom normals\n* UV maps (planned to become available as float2 attributes)\n* Active render UV map and color layer\n* Tangent\n* Pointiness (Cavity)\n* Random Per Island\n\nIt's unclear to me what the best way to specify these as fields is, if we should add additional builtin atttribute names or `GeometryFieldInput`. Some of these like Pointiness would also make sense to cache as attributes, and make available to external renderers.\n\nOne constraint is that it must be efficient to evaluate only a small subset of the domain. For many field inputs and operations this works, but there are some that will compute a data array for the entire domain. This can be enforced by just not making such nodes available as texture nodes, or caching the data array on the geometry.\n\nFor sculpt and paint modes, there is a question if and how we can make all these attributes available. The challenge is that it has different mesh data structures (bmesh and multires grids), which are not supported by geometry nodes. Additionally, recomputing for example tangents and pointiness as the geometry changes during a brush stroke would be inefficient, especially if it's for the entire mesh and not just the edited subset.\n\n**Batched Processing**\n\nFields and multi-functions are not optimized for evaluating one point at a time, there is too much overhead. That means we want to process texture evaluations in batches, and all (non-legacy) code that uses textures should be refactored.\n\nFor geometry nodes, modifiers and 2D brushes this is most likely straightforward. However for 3D brushes, particles and effectors it will be more complicated.\n\nThere is currently a mechanism to single evaluations possible while code is being converted. However this is rather inefficient, with quite a bit of overhead in `MFProcedure` execution. It may be possible to do some optimizations there for legacy code that we may not be able to easily convert to batches.\n\n**Node Graph Transforms**\n\nTo support sockets like Image datablocks, and to automatically insert Texture Coordinate or UV Map nodes for textures coordinate sockets, we need to transform the node graph. The texture node layering will also need to do significant node graph transformations. In order to share code with Cycles and other external engines, it may be best to do this as part of node tree localization.\n\n**Relation to Other Node Systems**\n\nThere are many node evaluation systems in Blender, and the question is if we can somehow share this implementation with anything else. I don't think the CPU evaluation can be directly shared, but will make the old texture nodes evaluation obsolete at least. The GPU implementation can probably be largely shared with shader nodes, and that implementation could be refactored to use DerivedNodeTree for consistency and to simplify that code." ]
[ "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK" ]
Incorrect display of custom icon for property `use_fake_user` Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.5.1 Worked: never Custom icon `CHECKBOX_HLT` for layout.`prop()` for `use_fake_user` property not displayed. Instead, another icon is displayed. Probably true for all properties using `RNA_def_property_ui_icon` ![image](attachment) Copy script and run. ```python import bpy class Panel(bpy.types.Panel): bl_idname = 'Panel_PT_Panel' bl_label = "Test Panel" bl_space_type = 'TEXT_EDITOR' bl_region_type = 'UI' bl_category = 'Text' def draw(self, context): ico = 'CHECKBOX_DEHLT' if not context.object.use_fake_user else 'CHECKBOX_HLT' self.layout.prop(context.object, 'use_fake_user') self.layout.prop(context.object, 'use_fake_user', icon=ico) self.layout.prop(context.object, 'use_fake_user', icon='CHECKBOX_DEHLT') if __name__=="__main__": bpy.utils.register_class(Panel) ```
[ "Allow menus to be added referenced to another menu \n## Motivation\nAddon developers cannot add menus on specified place. \nThey are always added at the end (append), or at begin (prepend)\n\n## Analysis\nAfter a look at current code, i think a good approach should be allow to define a reference label on append function.\n\nWhen drawing the menu layout, a new RNA call should be done on a new function class, that should then execute the referenced drawing calls on py scope.\n\nIssue with this development is that for any but menu drawn two python calls are performed to allow addons draw before and after itself. Maybe this could be solved checking in C scope if it has post/pre functions added.\n\n## Development steps\n* {icon check-square-o color=green} Draw after label\n* {icon check-square-o color=green} Draw before label\n* {icon check-square-o color=green} Give warning if not used (label not found)\n\n## Know Issues\n* Issues with enums, if shown as submenu it's not working. Is shown on self menu, the label is the operator name, and considered a block\n\nFeedback is welcome!\n\n\n\n\n", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "Fix/Refactor IDPStringProperty code\nCurrent code handling IDPStringProperty is at best flaky, and probably even has some actual bugs regarding handling of string length.\n\nNOTE: this will likely also affect other IDTypes (the array one at least).\n\nIdentified issues so far:\n* `IDProperty.len` and `IDProperty.totallen` should be `size_t`.\n* `IDProperty.len` and `IDProperty.totallen` should be called respectively `size` and `allocated_size` (see #85728 (Policy for style guide: conventions for naming size/number variables)).\n* `IDP_STRING_SUB_BYTE` sub-type is often not taken into account by setting/copying/etc. functions.\n* `IDP_STRING_SUB_UTF8` sub-type is often not explicitly set.\n* Confusion between length of the string and actual allocated size (which needs to account for the terminating NULL char in case of `IDP_STRING_SUB_UTF8` sub-type) leads to actual errors (see e.g. the call to `BLI_strncpy` in `IDP_NewString()`).", "Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n", "Font rendered incorrectly with text object\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe font is displayed incorrectly when added to 3d text object\n\nFont and blend file in attachment\n[untitled.blend](untitled.blend)\n\n[roadrage.ttf](roadrage.ttf)\n\n", "Display \"enum\" attributes as strings/icons in the spreadsheet\nThe numbers displayed currently are cryptic.\n- `handle_type`\n- `curve_type`\n- `normal_mode`\n- `knots_mode`\nIdeally the integer value would still be displayed in the tooltip.", "Custom Manipulators: General Design & Functionality\nThere are a number of features that should be supported but further design work is needed before they can be implemented properly. Everyone is welcome to join the discussion by proposing more ideas or solutions, by creating mockups or by just giving some own input.\n\n----\n\n# Scope of Widgets\n\n### Description\n\nWhen should a tool use a widget?\n\nExamples:\n\n* Edit Mesh Spin Tool\n* Edit Mesh Smooth tool (number of steps, smooth factor)\n* Edit Mesh Bevel/Inset\n* Edit Mesh UV Rotate\n* Edit Mesh Subdivide\n\nSpin tool is an example where widgets make a lot of sense (you rotate around an axis, so direct manipulation is useful).\n\nThe issue with Smooth & UV-Rotate is that using a 3D manipulator for these is using manipulator simply as a way to access buttons in the view-port.\n\nAn issue with bevel/inset depends on the kind of manipulator used. Having a single manipulator in the view doesn't directly relate to the edge, and again - its more a replacement for accessing buttons in the tool-bar.\n\n### Proposed Solutions\n\nSuggest not to use manipulators if they are simply an alternate access to buttons.\n\nAs for bevel/inset: we could make the bevel edges themselves into manipulators, so you could click on beveled edge and drag it.\n\n----\n\n# Toggling Visibility of Widgets\n\n### Description\n\nCurrently, only the widgets of the active object are drawn. While this works for most cases, being able to precisely control which widgets are visible and which not can be useful.\nFor example, in future, a camera could have widgets for the focal length, sensor size, depth of field distance, ... If all are visible all the time it's easy to accidentally manipulate them.\n\n### Proposed Solutions\n\n* Draw a panel for the active object in which its widgets can be enabled/disabled individually (similar to \"Display\" for cameras).\n* Add a toggle button next to every button represented by a widget (similar to how it's done in the transform panel in the properties region, where you can press the 'lock' icon to disable the widget for this axis)\n\n### Open Topics\n\n* Where would the manipulator toggles be stored? (Object / Viewport / Tool-Settings)\n* How to expose settings that aren't related directly to objects? (Group Center, View-Port Clipping Bounds)\n\n----\n\n# Numerical Input\n\n### Description\n\nIt should be possible for users to input precise values to manipulate a widget (and thus the value it represents). This way they can keep their locus of attention in the viewport, avoiding having to search for a button in the UI.\n\n### Proposed Solutions\n\n* Enabling number input by holding a modifier key while clicking on widget (as in - Ctrl+LMB on widget activates modal mode to input value)\n\n---\n\n# Snap System\n\nUsers may want to snap manipulators to other elements in the scene, eg:\n\n* Snapping the spin center-point to a vertex on a mesh.\n* Snapping bisect angle to a vertex\n* Snapping the camera's DOF to the surface of an object.\n\nNote that currently holding Ctrl sets `WM_MANIPULATOR_TWEAK_SNAP` but each manipulator needs to implement this.\n\n### Proposed Solutions\n\n* Each manipulator has a snap flag for 'TRANSLATE | ROTATE | SCALE', when set, holding Ctrl will snap to any of the elements set.\n* Snapping can also respect scene settings (in the 3D) view-port, so users can snap as with mesh edit-mode.\n\n----\n\n# Key Framing\n\nWhen the cursor is over a manipulator, do we want to support I-Key to keyframe that setting (DOF, lense for eg).\n\n----\n\n# Theme Colors\n\nManipulators now use theme colors, there are basic preset colors to use: (HIGHLIGHT, PRIMARY, SECONDARY, A, B).\n\nWhere A/B are for other controls.\n\n*Currently they're hard coded in manipulators but they can be set however we like.*", "\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n\n\n\n\n\n\n\n\n\n\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Beta\n\n\"Object Custom Properties\" Drivers don't work while Object Custom Properties are created with simple script.\n\n1. Open Blender.\n2. Select the Default Cube.\n3. Run this code via Text Editor (it creates one Object Custom Property to Cube, and one Object Custom Property to Camera):\n\n\n```\nimport bpy\n\nob = bpy.context.active_object\n\nprop_name1 = ob.name + \"_Property\"\nob[prop_name1] = 0.0\nob.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = ob.id_properties_ui(prop_name1)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n\ncamera = bpy.context.scene.objects['Camera']\n\nprop_name2 = ob.name + \"_Property\"\ncamera[prop_name2] = 0.0\ncamera.id_properties_ensure() # Make sure the manager is updated\nproperty_manager = camera.id_properties_ui(prop_name2)\nproperty_manager.update(min=0.0, max=1.0, soft_min=0.0, soft_max=1.0)\n```\n4. Select Camera.\n5. Right Click on created Camera's Object Property \"Cube_Property\" and Left Click on \"Copy as New Driver\".\n6. Select Cube.\n7. Right Click on created Cube's Object Property \"Cube_Property\" and Left Click on \"Paste Driver\".\n8. Value is not drivered / updated. Unless you edit driver, click in Data Path Textbox or Name Textbox, click Enter - now everything works great, but... i didn't change anything there.\n\n", "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![TheWetland1.png](TheWetland1.png)\n\n", "\"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![image.png](image.png)\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", "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.", "PyAPI: Crash when trying to draw a PointerProperty in the UI.\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.1.0 Alpha\n\nMy addon registers a PropertyGroup with a PointerProperty within, which wants to point at Objects.\nThis PropertyGroup is added to bpy.types.PoseBone.\nSometimes, when trying to draw this PointerProperty, Blender crashes.\n\nThe stack trace seems to be an infinite loop between these two asserts:\n```\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:741, IDP_GetPropertyFromGroup(), at 'prop->type == IDP_GROUP'\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:687, IDP_AddToGroup(), at 'group->type == IDP_GROUP'\n```\nand with some other stuff in between.\n\n- Zip of a .blend file and the addon (stripped down to just a few lines of code):\n[property_draw_crash.zip](property_draw_crash.zip)\n- Note that although the addon was originally about bone gizmos, all the widget drawing related code is completely gone. It's now just a PropertyGroup, a PointerProperty, and a Panel, and nothing else.\n- Install the addon.\n- Open the Blend file. The Properties Editor should already be set to the Bone tab, with the Viewport Display panel opened, which is where the addon will attempt to draw the property.\n- Enable the addon. It should crash with the above stack trace.\n\n[props_draw_crash-2021-11-12_13.14.46.mp4](props_draw_crash-2021-11-12_13.14.46.mp4)", "Improvement ideas for using Driver Context Properties to access scene custom properties\nThe #105132 pull request introduces access to properties of the current scene and view layer via an implicit rather explicit reference.\n\nThe existing implementation is perfectly fine for built-in properties, but I have some additional ideas aimed at making it easier and more convenient to allow scene-global custom settings via custom properties.\n\nBasically, since the properties have to be added by the user, it would be convenient to support the case when it doesn't exist. It also may be nice to allow setting overrides at several different levels of abstraction.\n\nThus:\n\n* Allow an optional default value that would be returned by the variable if the referenced property doesn't exist, instead of failing with an error.\n\n* Allow fallback from Layer to Scene, and then World: one World can be used by multiple Scenes, which can have multiple Layers.\n\nSince this all only makes sense for *custom* properties, maybe it can be a new mode specifically aimed at them, e.g. some kind of \"Layer/Scene/World Custom Property\", which has options for the custom property name (without the `[\"...\"]` quoting), channel index (for vectors), and default value.\n\nThese are things missing for the new driver things to fully cover the features of the View Layer mode of the Attribute material node.", "UI: 'use_property_split' w/ right alignment cuts off property text\nOperating system: Linux-5.8.7-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Beta\nBroken: version: 2.90\nWorked: 2.83\n\nThe text of properties gets cut off when defining a UILayout with `use_property_split` set to true and\n`alignment` is set to something other than `EXPAND' for some layout types, e.g. rows.\n\n* Install and enable the provided test addon.\n* Open the test panel in Properties > Scene\n\n[prop_text_bug_example.py](prop_text_bug_example.py)\n\nThis is possibly a regression from 219049bb3b.\n\nNote: the test addon uses a checkbox property, but the bug is also observable with whatever property type `scene.background_set` is.\n\n\n{[F9553881](image.png) size=full}\n```\n layout = self.layout.row()\n layout.use_property_split = True\n layout.alignment = 'RIGHT'\n layout.prop(context.scene, \"use_gravity\")\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" ]
[ "Some icons cannot be overriden from python (e.g. 'Constraint.mute', 'use_fake_user')\nBroken: version: 3.3.0 Alpha\nWorked: Looks like this was once working in 2.80 (but has stopped working in 2.81)\n\nSome boolean properties apply an offset to their icon depending on the state of the boolean. This offset is applied even when an icon override is used, like so: `UILayout.prop(icon=whatever)`.\n\n**Workaround**\n```python\ndef get_icon_value(icon_name: str) -> int:\n icon_items = bpy.types.UILayout.bl_rna.functions[\"prop\"].parameters[\"icon\"].enum_items.items()\n icon_dict = {tup[1].identifier : tup[1].value for tup in icon_items}\n\n return icon_dict[icon_name]\n\ndef draw_with_icon_fix(layout, prop_owner, prop_name, icon: str, offset=1, invert_checkbox=False, **kwargs):\n \"\"\"Drawing some booleans in the UI with a custom icon can be \n annoying because Blender might offset the icon based on the boolean state.\n You can use this function to counter that offset. To find the offset, you have to \n trial and error, it's either 1 or -1. (Or 0 but then you don't need this)\n \"\"\"\n\n bool_value = getattr(prop_owner, prop_name)\n offset = offset * int(bool_value)\n if invert_checkbox:\n offset = 1 - offset\n icon_value = get_icon_value(icon) + offset\n layout.prop(prop_owner, prop_name, icon_value=icon_value, invert_checkbox=invert_checkbox, **kwargs)\n```\n\n- File with script within: [icon_madness.blend](icon_madness.blend)\n- Script should self-execute, look for a \"FixMe\" panel in the sidebar.\n![image.png](image.png)\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)", "Wrong icon(s) and non-stop updating (two bugs in one)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 3.6.2\nWorked: never.\n\n<video src=\"attachment\" title=\"2023-08-22 05-46-09.mp4\" controls></video>\n\nAn explicitly specified one icon for a property becomes a different (car and plus sign) if it is enabled.\n\nSetting `invert_checkbox` depending on the value of the property itself results in an infinite update.\n\nBug 1: \n![bug1.gif](attachment)\n\nBug 2: \n![bug2.gif](attachment)\n\n1. Copy script and run.\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n for ob in bpy.data.objects:\n tgl = ob.hide_viewport\n# self.layout.prop(ob, 'hide_viewport', icon='CHECKBOX_DEHLT')\n ico = 'DISCLOSURE_TRI_'+('DOWN' if tgl else 'RIGHT')\n self.layout.prop(ob, 'hide_viewport', icon=ico, invert_checkbox=tgl)\n if tgl:\n box = self.layout.box()\n box.label(text=ob.name)\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n\n2. Hold down the mouse cursor and navigate through all the entries.\n\n" ]
Blender 3.5.0 Alpha crash guide during RENDER December 17, 2022 Operating system: macOS-13.2-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51 Broken: version: 3.5.0 Alpha Blender 3.5.0 Alpha crash guide during Render ![image.png](image.png) ![image.png](image.png) [Blender-2022-12-17-095325.ips](Blender-2022-12-17-095325.ips) See Youtube: ZvFg6QaQl5M Use this file: Camera LENs 2.0.1.blend [Camera LENs.zip](Camera_LENs.zip) Blender 3.5.0 Alpha of December 17, 2022 have bad crash guide. Blender 3.4.1 of December 17, 2022 have no crash guide.
[ "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", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "Blender 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.", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "Blender 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.", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Crash when baking quick smoke fire simulation\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture ![image.png](image.png)\n\nSee End: from 256 to 1000 (frames) ![image.png](image.png)\n\n(Bake ALL) on Type: ALL\n\n![image.png](image.png)\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n", "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", "Frequent crashes when performing minor adjustments with rigid body constraints\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.5.2\n\nBroken: version: 3.0.0 Alpha\n\nWith a simple rigid body setup (see attached file), there are frequent crashes when doing simple adjustments such as moving the constraint around, rotating it, starting/stopping the animation, undoing some steps. There is not a single scenario leading to a crash, but performing a combination of these actions in succesion consistently leads to a crash (segmentation fault) within about 30-60s.\n\n[Rigid body crash.blend](Rigid_body_crash.blend)\n[Rigid body crash.txt](Rigid_body_crash.txt)\n\nI closed #91025 because I thought it was fixed, but it turns out the crashes still occur. I have found one reproducible way to get the crash:\n- With factory preferences, open attached blend file.\n- Press spacebar to start the animation\n- Press command-Z to undo and then shift + left arrow to restart at the first frame\n- Repeat the last step (command + z and then shift + left arrow) a few times\n- Blender will crash usually after repeating 2-3 times, sometimes a few more.\n", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n" ]
[ "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Blender 3.5 Alpha uses only 20% GPU on MacOS Metal, now crashes 100% on render\nOperating system: MacOS Ventura 13.1\nGraphics card: AMD Radeon Pro 5700 XT 16 GB\n\nBroken: Blender 3.5 Alpha from 17.12.2022)\nWorked: Blender 3.4 Release\n\nThe latest Blender 3.5 Alphas renderer somehow a lot slower and do not use the GPU much (only around 20%), the newest Alpha crashes 100%.\n\nI am usually testing/working fine with the latest Alpha version of Blender. Each time a new version comes out I run the Workshop.blend file to look for changes in speed.\n\nSince the support for metal, the scene render in around 30s.\nOne of the last alphas must have changed something. I rendered something else I found the GPU speed quite slow.\nI rendered again the workshop.blend and it took 60s. The GPU newer really goes over 20-25% of usage. I tried reboot etc.\n\nThis morning I updated again to the latest Alpha from the 17.12. - no render possible. Blender just crashes each time!\nTo check against the issue I installed Blender 3.4 and the render speed is under 30s again.\nI will switch to 3.4 until there is a new 3.5 alpha. Please advise me if I can do anything further to help solving the issue.\nDaniel\n" ]
Shape Keys disables Origin editing. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 Broken: version: 2.83 (sub 9) Cant edit Origin with shape keys. Open a default scene, enable origin editing (works has normal), add shape key (even 1) now won't work. Not 100% sure if shape keys are like this in general, same deal in 2.80/2.81/2.82. [shapeorigin.mp4](shapeorigin.mp4)
[ "Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n![MB OFF.jpg](MB_OFF.jpg)\n\n**Rendered Result:**\n![MB ON.jpg](MB_ON.jpg)\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)", "Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n", "Pivots drawn in 'Affect Only Origins' being drawn for instances of selected objects\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nThat pivot drawing when the `Affect Only Origins` option is activated should not appear for objects that are not selected and therefore transformable.\nBut they appear for instances of a selected object.\n[2022-02-11 14-57-47.mp4](2022-02-11_14-57-47.mp4)\n\n- Open attached file\n- Select the plane\nNote that there are 2 pivots being drawn but only 1 can be transformed.\n[Affect Origins Bug.blend](Affect_Origins_Bug.blend)", "Blender 3.6 crashes when opening 3.5 files with library overrides / shape keys.\nOperating system: Windows 10\nGraphics card: RTX 3080Ti \n\nBroken: 3.6.3 Release Candidate (71b55b491e9c) \nWorked: 3.5\n\nI recently switched from 3.5 to 3.6 but I noticed that many of my Blender 3.5 .blend files make Blender 3.6 crash whenever I open them. The issue seems to be a null pointer reference in `shapekey_owner_pointer_get` in one of my mesh assets with shape keys. The debug build aborts with a failed assertion:\n\n```\nBLI_assert failed: X:\\blender\\source\\blender\\blenkernel\\intern\\key.cc:98, shapekey_owner_pointer_get(), at 'key->from != nullptr'\n```\n\nAll of my problematic .blend files use library overrides of mesh objects with shape keys. Additionally, some of the included assets were changed (in 3.5, maybe in 3.6).Blender 3.5 simply logs some missing meshes as usual but does not crash. Also these do _not_ include the specific mesh that Blender 3.6 crashes on, that one was unchanged AFAIK. However, after opening and saving in 3.5, I can succesfully open them in 3.6 so the missing meshes may somehow play a role.\n\nI have not been able to reproduce this in a simple setup and I cannot share my production files. However I have bisected and the following commit introduced this behavior:\n\n```\n89bd7b64026ef56ec659db25bf455ced705f5601 is the first bad commit\ncommit 89bd7b64026ef56ec659db25bf455ced705f5601\nAuthor: Bastien Montagne <[email protected]>\nDate: Tue May 23 15:03:21 2023 +0200\n\n Fix #105889: LibOverride: Overrides of shape keys reset on resync.\n\n The usual special ShapeKey case needs yet another extra corner case\n special handling... See comments in code for details about that specific\n issue.\n\n NOTE: May be worth checking if this can be backported to 3.3 LTS too.\n\n source/blender/blenkernel/intern/lib_override.cc | 27 +++++++++++++++++++++++-\n 1 file changed, 26 insertions(+), 1 deletion(-)\n\n```\n@mont29 So under some circumstances, this fix results in `key->from` being `NULL` in `shapekey_owner_pointer_get()` (`key.cc:98`). Hopefully this is enough information to solve that. Otherwise I will continue to try and reproduce this in a simple setup and post an example `.blend` file.\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![bug.gif](bug.gif)\n\n", "Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n![Peek 2023-03-01 01-22.gif](attachment)\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n![Peek 2023-03-01 01-23.gif](attachment)\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n![Peek 2023-03-01 01-25.gif](attachment)\n\n", "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", "Bug: Extrude faces along normals + \"Individual origins\" pivot point\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA Geforce GTX 960M\n\nBroken: 2.80 957b4547aeeb 2019-01-28 22:11\nWorked: Set the piviot point option to anything else, such as bounding box center, 3D cursor, etc.\n\nWith pivot point set to **individual origins**, the tool **Extrude faces along normals** don't work properly. It just acts like the **extrude** tool.\n\nVery simple. open the startup file with a cube, set the pivot point to **individual origins** and use **extrude faces along normals**(Alt+E) inside the edit mode.", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n", "Non-keyboard shortcuts allowed to be set via context menu, but cannot be unset without going to user-preferences\nBroken: 2.79 or latest 2.80 (fa59346c13).\n\nAlthough I can easily (and often accidentally) assign non-keyboard shortcuts to menu items, I cannot easily undo it.\n\nFrom the viewport: View > Frame All [RMB] > Change Shortcut.\n\nAlthough the UI says \"Press a Key\", if you mouse click it (e.g., LBM) will register as the new shortcut.\nNow if you try to change the shortcut again it says it is a Non-Keyboard shortcut and cannot be changed.\n\nTooltip: *\"Only keyboard shortcuts can be changed that way (...)\"*", "Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n![Screenshot (1014).png](Screenshot__1014_.png)\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)", "Better Baking in the Graph Editor\n## Summary\nThe existing \"Bake Curve\" operator has been confusing people for a long time because it leaves your curves in an un-editable state.\nAdditionally the feature set is very limited only allowing to add a key every frame etc.\nIn order to alleviate the confusion, rename the existing operator and update the manual to indicate its purpose. Then add a better operator that has more options for baking keys.\n\n## Manual\n- [x] Update manual to indicate that the \"Bake Curve\" operator is meant to safe disk space\n\n## Refactor\n- [x] [#111049: Animation: Rename \"Bake Curve\" to \"Keys to Samples\"](111049)\n- [x] [#112148: Animation: Rename Graph_OT_sample](112148)\n- [x] [#112151: Animation: Rename ACTION_OT_sample](112151)\n\n## Features\n- [ ] [#111263: WIP: Animation: Bake Channel operator](111263)\n * Add sample step property. e.g. to add a key every n-th frame\n * Bake F-Curve modifiers to keys\n * Remove or keep existing frames\n\n", "GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n", "Curves edit mode Bezier handle editing\n- [ ] Add handle selection attributes\n- [ ] Support handles in selection operators\n\t- [ ] Selection picking\n - [ ] Box select\n - [ ] Lasso select\n - [ ] Circle select\n- [ ] Support in transform operator\n\t- [ ] Take into account automatic and aligned handle types\n - [ ] Convert types when transforming with set handle positions node behavior\n- [ ] Add \"Set Handle Type\" operator with options for each handle type (no \"toggle free/align\" option)\n\nRealistically, adding proper support for Bezier curves in curves sculpt won't be feasible, as long as handles positions, types, and selections are stored in separate attributes. There is just too much complexity and performance cost.\n\nRelated: #105037, #96455\n\n" ]
[ "Transform object origin support for mesh, lattice & curve shape-keys\nCurrently shape-keys don'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." ]
Grease Pencil 2.83 Thin Lines are hard to see Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.83 (sub 11) Grease Pencil 2.83 Thin Lines are hard to see. Regardless if it is a result of zooming or scaling. Not sure if it is anti aliasing problem. Draw something with the Ink Pen, using thinner lines (10 pix or less). Zoom Out, or scale down line thickness. You should be noticing the lines disappearing.![ThinLines_282a_vs_283.jpg](ThinLines_282a_vs_283.jpg)
[ "Grease pencil strokes are partially/fully hidden behind reference image until released\nOperating system: Windows 10 Pro 19043.2130\nGraphics card: GTX 980\n\nBroken: 3.3.1\n\nDrawing over a reference image does not always show the stroke as it is being drawn, making it difficult to draw above reference. Using the images as planes addon as a temporary workaround.\n\nThe strange triangle shape shown in the video is pretty consistent. E.i. I can move the camera around slightly and as long as it's relatively head-on the exact same triangle shape appears while drawing. The shape is relative to the reference image. Panning the camera does not pan the glitched triangle area. Moving too much to the side makes it go from partial visibility in front of the ref until the stroke is finished, to no visibility at all in front of the ref until the stroke is finished.\n[untitled.bug_report.blend](untitled.bug_report.blend)\n[2022-11-26 20-52-01.mp4](2022-11-26_20-52-01.mp4)", "Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)", "Grease Pencil Erase /Tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use the eraser in dissolve mode strength 0.5 with the mouse it has a very soft effect.\nDoing the same with the Stylus(Cintiq Pro 24) the effect is very harsh even with pressure disabled. To have the same effect like with the mouse i have to reduce the strength to a tiny amount. Like 0.01 . I seems like the tablet input is retrieved at a higher rate then the mouse input . Maybe it's the same problem with tint, as i described in my last report.\n\nJust erase at the current layer in the attached file\n\n", "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", "Very strong aliasing in 3.2\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2\nWorked: 3.0\n\nin 3.2, there is a very strong aliasing in edit mode. In 3.0 it is not so strong\n3.2:\n![Screenshot_20220707_174217.png](Screenshot_20220707_174217.png)\n\n3.0:\n![Screenshot_20220707_175701.png](Screenshot_20220707_175701.png)\n\nboth versions have the same settings. There are 16 samples everywhere and smoothing in edit mode\n[jupiter.fbx](jupiter.fbx)", "GPencil: Object keyframes are not visible in grease pencil dopesheet mode\nOperating system: windows 10\nGraphics card: GTX 1650\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn grease pencil Object when I assign a key frame to its properties (like opacity or transformation ), I cant see the key frames in the action editor.\nAnd same thing when I do frame by frame animation.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n{[F10286546](GP_and_Action_Editor.blend)}![Screenshot (428).png](Screenshot__428_.png)", "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.", "Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)", "Grease pencil cutter tool doesn't reliably terminate lines where they intersect\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.90.0 Alpha\n\nGrease pencil cutter tool doesn't reliably terminate lines where they intersect\n\nLoad the attached blend file.\n![Screenshot 2020-07-10 at 11.25.13.png](Screenshot_2020-07-10_at_11.25.13.png)\nUse the cutter to drag around the green area of the top line. A new point is added, but the line's terminated too early. Leaving a lump on the 'cutter side' of the intersection.\n![Screenshot 2020-07-10 at 11.25.29.png](Screenshot_2020-07-10_at_11.25.29.png)\nUndo. And drag the cutter tool around the red area of the bottom line. A new point is added, but the line's terminated too late. Leaving a small gap on the other side of the intersection.\n![Screenshot 2020-07-10 at 11.25.40.png](Screenshot_2020-07-10_at_11.25.40.png)\n\nExpected behaviour: The cutter tool adds a new point exactly on the intersection with the second line and deletes points up to that new point.\n\n[cutterproblem.blend](cutterproblem.blend)\n", "Grease Pencil datablock property 'use_onion_skinning' doesn't work\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nThe datablock-level property \"use_onion_skinning\" on the Grease Pencil datablock doesn't seem to do anything. Toggling the property with Python doesn't affect the visibility of onion skinning.\nWorking as expected, this property will be useful when drawing among multiple Grease Pencil objects.\n\nOpen attached blend, toggle use_onion_skinning in the Python console: bpy.context.object.data.use_onion_skinning = False [onion_bug.blend](onion_bug.blend) ", "Mask from Cavity blurring artefacts\n## The Issue\n\nThis is a limitation of how this new feature was implemented, but I'm still adding this to the bug tracker so we are aware that this is meant to be fixed at some point.\nWhen adding blurring steps to the cavity masks in sculpt mode, either with the \"Mask From Cavity\" menu operator or via the auto-masking options, it will not lead to an ideal result.\nThe blurring very strictly follows the triangulation of the mesh causing streaks along the surface, and poles grow into star patterns.\n\n\n\n| Smooth Mask Filter | Cavity Blur | \n| -------- | -------- | \n| ![](https://projects.blender.orgattachment) | ![](https://projects.blender.orgattachment) | \n\n\n\n![Screenshot_2022-10-13_14-28-55.png](Screenshot_2022-10-13_14-28-55.png)\n\nThis needs a deeper look into alternatives to blur the mask in the operator.", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)", "Grease Pencil Shear Tool Todo\n## Grease Pencil Shear Tool Todo\n * - [x] {icon circle color=red} The tool should execute on release, so when you click and drag, it stops. Currently you need to click an extra time, which is inconsistent and annoying.\n * - [ ] {icon circle color=green} Add Tool Setting to switch between horizontal and vertical shearing\n * - [ ] {icon circle color=green} Shear should have a manipulator to shear in any direction, the orientation on which is controlled by the Orientation setting, just like the Transform manipulators. Dragging any of the handles shears in that direction.", "hard to see the warnging messages in the \"XSI\" theme\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nhard to see the warnging messages in the \"XSI\" theme\n\n![image.png](image.png)\n![image.png](image.png)\n", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. " ]
[ "The Grease pencil lines look like fragmented\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.1 26.20.15019.1003\n\nBroken: version: 2.83 (sub 10)\n\nThe Grease pencil lines look like fragmented\n![Capture.PNG](Capture.PNG)\n\nDraw a thin, fast line, and then the lines look shredded\nor open attached file\n[gp_aa_bug.blend](gp_aa_bug.blend)\n" ]
[Animation] Linear Extrapolation continues if keyframe deleted Operating system: Linux-6.0.12-76060006-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01 Broken: version: 3.4.1 Linear extrapolation between 2 keyframes continues even if one of the keyframes is deleted. This should result in a constant interpolation, however it remembers this missing keyframe value. (see video) add 2 differing keyframes on any object set that channel to 'linear extrapolation' delete one of the keyframes the animation will still play as if that second keyframe exists [bug_linear-extrapolation.mp4](bug_linear-extrapolation.mp4)
[ "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)", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n![action_editor_display_missing_error.png](action_editor_display_missing_error.png)\nFixed after closing and opening action editor view\n![action_editor_display_missing_error_after_panel_recreate.png](action_editor_display_missing_error_after_panel_recreate.png)\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!", "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", "Video Editing: Strip Offset Start/End not consistent with adjusting the strip handles\nOperating system: Win 10, 64bit\nGraphics card: no (CPU)\n\nBroken: (v 2.82a) and also (v 2.83 Alpha, Date 2020-03-18 17:16, Hash c9c08dc7c873)\n\nFrom the Manual:\nstrip.html\nStrip Offset Start/End [...] This is the same as adjusting the strip handles.\n\n\nHowever currently it is NOT really the same, which adds a lot of confusion to the already complicated concept that includes several offsets:\n\n![strip not consistent.png](strip_not_consistent.png)\n\n**Detailed description of error**\n- Good: Extend the Strip using Handles: The Strip gets a helpful color code. The \"animated\" part is colored. The extended \"NOT animated / last frame repeated\" part is transparent.\n- Bug: Extend the Strip using Strip Offset: \"Animated\" and extended parts of the Strip get the same color.\n\n- Good: Shorten the Strip using Handles: Strip Offset is correctly calculated.\n- Bug: Extend the Strip using the Handles (or Extend *Keyboard E* or Slide *Keyboard S*): Strip Offset is incorrectly reset to 0.\n\n- Good: Handles: The Strip can not be shortened past the last \"animated\" frame.\n- Bug: Strip Offset: The Strip can be shortened, until no \"animated\" frame is left, and even further until the Duration becomes negative.\n- Bug: Using Slide *Keyboard S*, the \"animated\" frames can be moved completely outside the Strip. At least one \"animated\" frame should remain inside the Strip.\n\n**To further improve clarity, I would**\n- rename **Hold Offset Start/End** to **Trim Source Start/End**\n- change **Hold Offset Start/End tooltip** to \"Shortens the Strip by skipping frames at the start/end of the source\"\n- add **Strip Offset Start/End tooltip** to \"Extends the trimmed strip by repeating it's first/last frame or shortens it further\"\n- make **End** editable (it should do the same, as moving the right strip handle)\n- add **End tooltip** \"X position where the strip ends\"\n- change **Duration tooltip** \"The length of this strip after applying Trim and Strip Offset\"\n\n**If you feel very courageous**\n- change **Start** so that it points to the start of the Strip (currently it points to the first \"animated\" frame)\nI think, Blender heavily depends on **Start**, while it happily ignores Strip Offset Start and Strip Offset End. So, changing the internal meaning of **Start** likely makes a huge mess. However, maybe you can introduce and display a new variable \"display start\" or \"strip start\" instead, that does the trick, without messing too much with the internals.\n\nHappy Coding!", "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)", "Graph Editor: Curve drawing improvements\nProblem: keyframe dots can be somewhat hard to see, especially behind the current frame marker line.\n\n![image.png](image.png)\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", "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. ", "Importing multilayer EXRs into compositor with animated view layers creates unexpected results.\nOperating system: Linux-4.4.0-161-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nAll passes connected to my main View layer disappear when what was a View layer with an animated \"Use for rendering\" attribute, appears. \n\nBasically I in my original scene I created a \"main\" view layer, with several passes attached, and a \"secondary\" view layer, also with several passes attached. This \"secondary\" layer had its \"use for rendering\" attribute so that it would appear on frame 41 of 210.\n\nThe render went fine and opening these files in Nuke, with a layercontactsheet node attached, I see the \"main\" layer, with all its associated passes, and after frame 41, I see the additional \"secondary\" layer and all it's passes as well.\n\nHowever, with a new scene in Blender the following happens;\nIn the compositor, add an image input and select the multilayer EXRs.\nAttach a viewer to the main image output and select the \"main\" layer on the image node.\nAll the passes sockets are visible on the image node, until I scrub to frame 41, where the \"main\" layer enumerator changes to the \"secondary\" one and all sockets are visible still for all passes. But, if I change back to the \"main\" layer, I see it, but with only an image and alpha socket. All additional pass sockets have disappeared.\n\nWithout speculating, it feels like Blender, is having a trouble when an additional layer with passes suddenly appears in a sequence.\n\n[#69898.zip](T69898.zip)", "Vertex Weight Transfer in LineArt may not work when Remove Double option is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Beta\nWorked: (the newest version of Blender that worked as expected)\n\nVertex Weight Transfer in LineArt may not work when Remove Double option is enabled. Following is a gif.\n![remove-double-bug.gif](remove-double-bug.gif)\n\n1. Open the following blend file. \n1. Toggle Remove Double option.\n[remove-double-bug.blend](remove-double-bug.blend)\n", "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n", "Clipped text labels intermittently missing ellipses by Float properties\nBroken: 3.4\nWorked: -\n\nThere are no ellipses by node group parameters in all editors by unhidden values \n![image.png](image.png)\n[2022-09-02 16-57-07.mp4](2022-09-02_16-57-07.mp4) \n\n- Open attached file\n[missing_ellipsis_bug.blend](missing_ellipsis_bug.blend)" ]
[ "Object can be animated with a single keyframe\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits and Windows 10\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3 and NVidia Titan\n\nBroken: version: 3.3.1\nWorked: Never\n\nIf there's only one keyframe left with non-flat handles and the channel is set to Linear Extrapolation the curve for displaying the extrapolation is not visible (or rather flat) and neither are the bezier handles. But the object is still animated when changing the time.\n\n1. Setup an animation with two keyframes. For example location X between frame 1 and 20 (one channel only for demonstration purposes).\n2. Open the graph editor and view the X location channel.\n3. Select all keyframes and choose Key > Handle Type > Vector.\n4. Make sure that Key > Interpolation Mode is set to Bezier.\n5. Still with everything selected choose Channel > Extrapolation Mode > Linear Extrapolation. This should set the extrapolated curve display.\n6. Select the second keyframe (or all keyframes but one) and delete it.\n\n**Result**\n- The extrapolated curve display is gone (or maybe just flat as there is a purple thick line to see).\n- When selecting the remaining keyframe the bezier handles are not visible, but they have still values according to the sidebar.\n- When playing the animation the object still moves because the bezier handles have values and the channel is set to linear extrapolation - but neither is visible.\n\n**Expectation**\nThe question is what is correct?\n\nFrom a technical standpoint it's ok to have the object still animated because there is one keyframe, it has it's handles set to non-flat and the channel is set to linear extrapolation.\nBut, then at least the handles should be visible as well as the extrapolated curve display.\n\nFrom an artist's point of view the resulting behavior of the object still moving is wrong. A basic understanding of animation dictates that there cannot be an animation with only a single keyframe, no matter what it's values are.\n![animation_with_one_keyframe_issue.png](animation_with_one_keyframe_issue.png)\n\n[animation_with_one_keyframe_issue.blend](animation_with_one_keyframe_issue.blend)\n" ]
Inverse Kinematics (IK) overlapping chains mess up some bones Operating system: Ubuntu 18.04.1 LTS Graphics card: GeForce GTX 950M Broken: 2.8-git Worked: 2.79b Setting up two overlapping IK chains moves some bones out of the chain, as if disconnected, while posing. See here: [https:*youtu.be/nPsxFPdZ8yk ](https:*youtu.be/nPsxFPdZ8yk) and here: [IK-problem.blend](IK-problem.blend) A use case for this particular set-up can be found here: 5604 . This set-up is explained in more detail in "work-arounds" section, paragraph 4. Add an armature, single bone, subdivide it to make 4 bones. Unparent last bone. Duplicate it to make a pole target and position it. Optionally parent the pole target to the last bone. Add an IK constraint in the third bone: set last bone as target bone, set pole target, set chain length to 2. Add an IK constraint in the second bone: set last bone as target bone, set chain length to 2. Pose the target bone.
[ "Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n", "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)", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "Bone drivers do not copy when duplicated\nMac OSX 10.9.5 and NVIDIA GeForce GTX 470\n\nBroken: 2.77 (sub 3)\nWorked: ?\n\nIf a bone has any driver (on constraint or property) and it is duplicated (shift D in edit mode or \"symmetrize\") the drivers are not copied.\n\nBone constraints, however, copy perfectly and also try to find the correct .L or .R target if applicable.\nThis would save a lot of time if the drivers worked in the same way.\n", "Bone chains frozen when using Auto IK and X-Axis Mirror\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0\nWorked: Has happened for as long as I remember\n\nDisabling X-Axis Mirror while using Auto IK can cause a mirrored bone chain to become \"locked\" and not movable with Auto IK. \nThe \"locked\" bone will be highlighted in orange both when trying to move a child bone in the chain as well as moving a bone on the mirrored chain.\n\nSeems to be the same issue as #75810, even down to the same steps to reproduce\n\n| trying to move the locked chain | moving the mirrored chain |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nOpen the attached blend and enter pose mode, then:\n1. Select the `Arm.L` bone\n2. enable X-Axis Mirror\n3. Rotate the `Arm.L` bone slightly\n4. disable X-Axis Mirror\n5. Try grabbing the `Arm.R.002` bone and move it\nResult: bone chain is locked in place\n\n", "Scaling an edit bone negatively rolls the bone by 90° instead of 180°\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, 700c69as08ab, master, 2019-05-08\n\nWhen scaling an edit bone negatively (or moving the tail below the head along its Y axis), the bone rolls by 90° instead of 180°\nHere's a video showing the issue:\n[mQCe0lT8CR.mp4](mQCe0lT8CR.mp4)\n\nCreate a new armature, enter edit mode, scale the bone by -1\n\n**Notes:**\nI'm working on a add-on that lets you add constraints in edit mode and this breaks the behavior of my \"Child Of\" constraints as you can see below.\nThe small bone is constrained to the larger one. Instead of sliding along the Y axis, the \"child\" slides along X when its \"parent\" is scaled negatively.\n[c76JRZLBds.mp4](c76JRZLBds.mp4)\n", "Rigidbody Physics Refactor\n**Goal**\nThe goal is to simplify the rigidbody physics code.\n\nThis ticket is being raised after discussions with @ZedDB about this issue T91369 and the related tickets regarding rigidbody physics crashes. I attempted to resolve those crashes on their own, but really struggled to find a sensible way to resolve some of the memory management issues that were occuring. @ZedDB mentioned that this was an area of the code in need of a redesign for some time, and with comments like below predicting this could be an issue, we decided it could be a good time to start tackling it.\n\n![image.png](image.png)\n\n**Approach**\nI want to start with some smaller low hanging fruit, that wouldn't change any logic but will improve the readability of the code. \n\n- [ ] There is some dead code that can be removed\n- `BKE_rigidbody_calc_center_of_mass` - probably worth keeping the logic but hiding with a `#if 0`\n- `BKE_rigidbody_world_groups_relink` is only used by `BKE_scene_groups_relink` which doesn't seem to be used anywhere else.\n\n- [ ] It would make things much easier to follow by separating the simulation logic from the rididbody creation/deletion logic, into a separate `rigidbody_simulation.c` file.\n\n- [ ] There is a lot of general tidy-up that would make the code more readable and easier to understand.\n\nOnce these tasks are completed we can start thinking about any larger design issues that need to be addressed - like with the memory management of the constraints. With more readable code, and a better understanding of the logic from the refactoring process, it should be a more solvable problem.\n\n", "Insert keyframe wrong with cycle-aware keying after deleting end frame\nOperating system: Linux-6.4.6-arch1-1-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.0\n\nI have an action with manual frame range, 1 to 11, with cyclic animation checked. I have cycle-aware keying on.\n\nI'm not sure exactly when the bug starts, but eventually adding a frame at time 9 creates the keyframe at frame 4 again.\n\n\nI'm not sure exactly when the issue started, but roughly\n1. Cube\n2. Insert frame at time 1\n3. Turn overlay action into layer (stack?) action with the down icon button\n4. Set up manual frame range 1-11, cyclic\n5. Turn on cycle-aware keying\n6. Insert another frame at time 6, blender automagically adds a frame at time 11 to match the frame at time 1\n7. Delete the frame at time 11\n8. Move to time 9 and insert frame\n\n7 seems to be the key. Additionally, it's impossible to add a new frame at time 11. The issue persists after closing and re-opening. \n The issue disappears when cycle-aware keying is off, but comes back if I turn it back on.\n\nI didn't try a daily build, but I searched issues to see if anything similar was reported and found nothing.\n\n", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n", "GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\n", "Animated Chain Length of IK Constraint works wrong\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.90.1\nBroken: 2.80\nworked: 2.79b\n\n\n - If insert two or more keyframes with different values with Chain Length in IK Constraint, at armature,\n - Changed value of Chain Length of IK Constraint does not applied on animation.\n - IK Constraint does not work in certain frames at all.\n\n\n\n\nSorry for not short. If you open attacted blender file, you can see reproduced status at last step below.\n\n[reproduce_ik.blend](reproduce_ik.blend)\n\nTo Reproduce:\n\n - delete all object in scene.\n - turn snap on (Shift+Tab)\n - add cube.\n - move cube 5m along z axis.\n - add armature.\n - go to edit mode, with armature selected.\n - set pivot point as 3d cursor.\n - scale bone to 4 times up.\n - subdivide bone, set Number of Cuts as 3. You will get 4 bones.\n - go to pose mode.\n - select bone at top. (Bone.001)\n - add IK Constraint.\n - In IK Constraint setting, set target as cube.\n - In IK Constraint setting, set Chain Length as 3\n - go to object mode\n - set pivot point as Active Element.\n - select cube.\n - move Playhead to frame 1 in TimeLine\n - move cube -2m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 30 in TimeLine\n - move cube 4m along x axis.\n - insert keyframe, location. \n - move Playhead to frame 60 in TimeLine\n - move cube -4m along x axis.\n - insert keyframe, location. \n - In TimeLine, Set Preview range from frame 1 to frame 60 (Ctrl+Alt+P)\n - Change editor type of TimeLine to Dopesheet.\n - Turn on \"Show Hidden\" Option in Header of Dope Sheet.\n - Turn off \"Only Show Selected\" Option in Header of Dope Sheet.\n - select armature\n - go to pose mode\n - select bone on top (Bone.001)\n - move Playhead to frame 1 in TimeLine.\n - insert keyframe with Chain Length in IK Constraint. (press i key with placing mouse cursor on Chain Length)\n\nAt this moment, animation works well. If you play animation, you can see top three bones moving with cube, as normal.\n\n - move Playhead to frame 20 in TimeLine.\n - change value of Chain Length to 2 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint.\n\nFrom now, only two bone will be moving. and in earlyer frame, none of bone moving. \nExpected: In frame 1 to frame 20, three bone moving, and after frame 20, two bone moving.\n\n - move Playhead to frame 40 in TimeLine.\n - change value of Chain Length to 1 in IK Constraint.\n - insert keyframe with Chain Length in IK Constraint. \n - Play animation (Space) and Observe animation of bones.\n\nfrom now, only one bone will be moving, after frame 30. before frame 30, all bones does not move. \nExpected: In frame 1 to frame 20, three bone moving, In frame 20 to frame 40, two bone moving. In frame 40 to frame 60, one bone moving.\n\nIn Addition, If you delete all keyframes of armature except frame 1 (value of Chain Length is 3), then you can see IK Constraint does not work at all.\n\n", "Pivot Bone Constraint - wrong offset and pivot\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 617 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.82 (sub 5)\n\nThe \"Pivot\" Bone Constraint is not working right :\n1) offsetting the pivot moves bone in diagonal (instead of along the axis)\n2) the resulting pivot distance is half what it should be\n3) the offset is moving around if parent bone is rotated\n\nOpen provided Blend file :\n1) play with Pivot offset = moves bone in diagonal\n2) rotate Bone 2 = wrong pivot (should be at the bone's tip, not in the middle of nowhere)\n3) rotate Bone 1 = wrong parenting (offset shifts)\n[PivotBoneConstraint_wrong.blend](PivotBoneConstraint_wrong.blend)\n\n**Videos**\nBug 1 : diagonal offset\n[Offset_diagonal.mp4](Offset_diagonal.mp4)\n\nBug 2 : wrong pivot\n[Wrong_pivot.mp4](Wrong_pivot.mp4)\n\nBug 3 : wrong parenting\n[Wrong_parenting.mp4](Wrong_parenting.mp4)\n\nBonus : SETUP\ncreate two parented but unconnected Bones\nadd a \"Pivot\" Bone Constraint (set targent to previous Bone, and Head/Tail position to 1)\n[Setup.mp4](Setup.mp4)\n\n", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "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)" ]
[ "Multiple IK chains influencing the same bone don't work\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 25.20.100.6472\n\nBroken: version: 2.81 (sub 16)\nWorked: 2.79\n\nI have a rig for a human. In blender 2.81 I set IK constraint (chain length 5) on the wrist and when I move it the finger bones follow. I set another on the thumb (chain length 4). Now when I move the wristIK the thumb bones stay where they are, they don’t follow. If I lower the chain length to 3 the thumb bones start to follow the wrist.\n\nOpen this file with blender version 2.81a:\n\n[#73051-multiple-IK-constraints.blend](T73051-multiple-IK-constraints.blend)\n\nSelect wristIK and move it around. The bones that are the thumb (finger1-1.R, finger1-2.R, finger1-3.R) doesn't move.\nSelect finger1-3.R and set chain length to 3. Now when the wristIK is moved around the bones follow.\n\n![blender281_rig_support.jpg](blender281_rig_support.jpg)\n![blender281_rig_support_chain_length.JPG](blender281_rig_support_chain_length.JPG)\n\nOpen rig_support_blender2_79.blend [rig_support_blender2_79.blend](rig_support_blender2_79.blend) with blender version 2.79b. In this blend file the bones follow when wristIK is moved even when chain length is set to 4 for finger1-3.R. \n\nI hope this is a bug and chain length should work the same between the versions. Because this is an animated character and I was hoping to be able to append it in newer blender versions and get the same result. With this behaviour the vertices gets wrong and if I lower the chain length I have to redo everyting.", "Child bones doesn’t follow parent when IK chain length are overlapping\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 25.20.100.6472\n\nBroken: version: 2.81 (sub 16)\nWorked: 2.79\n\nWhen a IK constraint passes another IK the armature get detached bones.\n\nOpen blender with the default scene and remove everything.\nAdd armature. Tab into edit mode. Extrude a new bone. Extrude one more bone. They will all be connected to their parent.\n\nAdd a cube at the tip of the last bone and another one at the tip of the middle bone.\n\nTab into pose mode. Select the last bone (Bone.002). Select \"Bone Constraint Properties\" -> \"Add Bone Constraint\" -> \"Inverse Kinematics\". Select as target the cube at the tip of that bone. (In the blend file it's thumbIK). Change \"Chain Lenght\" to 2.\n![armature_thumbIK_chain_lenght_2.JPG](armature_thumbIK_chain_lenght_2.JPG)\n\nStill in pose mode select the middle bone, (Bone.001). Select \"Bone Constraint Properties\" -> \"Add Bone Constraint\" -> \"Inverse Kinematics\". Select as target the cube at the tip of that bone. (In the blend file it's wristIK). Change \"Chain Lenght\" to 2.\n![armature_wristIK_chain_lenght_2.JPG](armature_wristIK_chain_lenght_2.JPG)\n\nGo into object mode. Select the IK for the middle bone. Move it around and see how the last bone stays where it is. It doesn't follow the armature. This will cause models being deformed.\n\n![armature_detached.JPG](armature_detached.JPG)\n\n[armature_detached_IK_2_79b.blend](armature_detached_IK_2_79b.blend)\n\nNotice in the blend file how all bones are connected, except the first being created which doesn't have a parent.\n![armature_connected_bones.JPG](armature_connected_bones.JPG)\nNotice \"Automatic IK\" is not being selected.\n![armature_NO_auto_IK.JPG](armature_NO_auto_IK.JPG)" ]
VSE: Adding and then deleting a strip makes Blender crash while Prefetch Frames is on. System Information Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 26.20.100.7262 Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 26.20.100.7262 Broken: version: 2.91.0 Alpha - Run Blender - Restore to Factory Defaults - Switch on Prefetch Frames - Add clip - I used the .mov uploaded in the blend here: T79497 - Delete the video strip. - Crash. Crash logs: [blender_debug_output.txt](blender_debug_output.txt) [World_Earth_Day.crash.txt](World_Earth_Day.crash.txt)
[ "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "Excessive Memory Usage and crash in Material Properties\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060 Studio Drivers \n\nTested latest lts, latest stable, and latest daily, same result.\n\n**Description**\nI am using the UDIMS texture system for the model I am currently working on. During the rendering process, I have not encountered any issues, using approximately 20GBs of RAM. However when entering the \"Material Properties\" tab, Blender's memory usage increases. If I remove and readd a material, Blender recalculates all the materials in the scene, and the memory usage increases until my PC runs out of memory and Blender crashes. The memory usage grows this much since I have two UDIMS spaces assigned for the \"Base color,\" \"Roughness,\" and \"Normal Map\" textures, at a 4K resolution. I could understand that the size of my project or the textures are too big for my computer, but it renders without issues.\n\nThe only temporary solution I have found is to disable the image nodes in the \"Body\" material, which uses 8K images. I am unsure if this is due to an error on my part or if there is an option available to bypass this pre-calculation during work or while in the viewport.\n\n\nIf asked, I can upload a .blend file and all the necessary additional files, so you can observe the error, but it is too large to upload here.\n\nThank you very much for your attention.\n\n", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "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", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "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", "Render crash when using Python API to modify object Attribute data in frame_change_pre handler\nOperating system: Windows 10 Home\nGraphics card: GTX 1070 8GB\n\nBroken: Blender 2.93.0 84da05a8b806 (2021-06-02 11:21)\nWorked: n/a\n\n\nThis issue was discovered during development of an addon that generates procedural meshes in a `frame_change_pre` handler. When adding attributes to these meshes in the `frame_change_pre` handler, Blender can crash during render on random frames.\n\nThe `Render → Lock Interface` option is enabled as per the note in the [handlers documentation ](bpy.app.handlers.html#note-on-altering-data).\n\nI have created a simplified script that reproduces this crash during render, typically within a minute of starting the render. This script randomly generates triangles and attribute values in a frame change handler:\n\n```lines=5\nimport bpy, random\n\n\ndef frame_change_pre(scene):\n n_triangles = 10000 # number of triangles to generate\n n_attributes = 10 # number of attribute 'layers' to generate\n \n tsize = 0.1\n vertices = []\n triangles = []\n for i in range(n_triangles):\n xshift, yshift, zshift = random.uniform(-3, 3), random.uniform(-3, 3), random.uniform(-3, 3)\n vertices.append((-tsize + xshift, -tsize + yshift, zshift))\n vertices.append((tsize + xshift, -tsize + yshift, zshift))\n vertices.append((0 + xshift, tsize + yshift, zshift))\n triangles.append((3 * i, 3 * i + 1, 3 * i + 2))\n\n object = bpy.data.objects[\"Cube\"]\n object.data.clear_geometry()\n object.data.from_pydata(vertices, [], triangles)\n \n for i in range(n_attributes):\n attribute_name = str(i)\n try:\n object.data.attributes.remove(object.data.attributes.get(attribute_name))\n except:\n pass\n \n attribute = object.data.attributes.new(attribute_name, \"FLOAT\", \"POINT\")\n for value in attribute.data:\n value.value = random.uniform(0, 1)\n \n \nbpy.app.handlers.frame_change_pre.append(frame_change_pre)\n```\n\nIncreasing the number of triangles and/or number of attribute layers seems to increase the frequency of crashes. The crashes do not seem to occur when rendering from the command line.\n\nThis is the error reported after the crash:\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7736C6490\nModule : blender.exe\nThread : 00000814\n```\n\nAttached is the crash log: [attribute_crash_example.crash.txt](attribute_crash_example.crash.txt)\n\n\nAttached is a .blend file including the script that reproduces this issue.\n\n1. Open the .blend file\n2. Press 'Run Script'\n3. Begin rendering the animation (Blender > Render > Render Animation)\n\n[attribute_crash_example.blend](attribute_crash_example.blend)\n\n-----\nSeems easier to reproduce on a debug build since it hits an assert (although i'm not sure who is at fault there, could be the script, could be blender, @HooglyBoogly will likely know since he worked in this area recently) \n\n1) Make a debug build\n2) Load up the .blend above\n3) Hit the Play button on the Python script\n4) Rather than render, just his play on the timeline\n5) Boom!\n\n```lines=10\nBLI_assert failed: K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361, BKE_mesh_vertex_normals_ensure(), at 'CustomData_has_layer(&mesh->vdata, CD_NORMAL) || mesh->totvert == 0'\n\nStack trace:\nblender.exe :0x00007FF783355EA0 bli_windows_system_backtrace_stack_thread K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:233\nblender.exe :0x00007FF783354F30 BLI_windows_system_backtrace_stack K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:320\nblender.exe :0x00007FF783354900 BLI_system_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:386\nblender.exe :0x00007FF783359730 _BLI_assert_print_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:50\nblender.exe :0x00007FF777848300 BKE_mesh_vertex_normals_ensure K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361\nblender.exe :0x00007FF7778467E0 BKE_mesh_calc_normals K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:475\nblender.exe :0x00007FF77951DC80 ED_mesh_update K:\\BlenderGit\\blender\\source\\blender\\editors\\mesh\\mesh_data.c:1106\nblender.exe :0x00007FF77885B520 Mesh_update_call K:\\BlenderGit\\2022_full_with_tests\\source\\blender\\makesrna\\intern\\rna_mesh_gen.c:7350\nblender.exe :0x00007FF778528720 RNA_function_call K:\\BlenderGit\\blender\\source\\blender\\makesrna\\intern\\rna_access.c:7336\nblender.exe :0x00007FF778A024F0 pyrna_func_call K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_rna.c:6304\npython310_d.dll :0x00007FFA32E09B40 _PyObject_MakeTpCall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:215\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:112\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4232\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E0EAC0 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:114\npython310_d.dll :0x00007FFA32E0ED10 method_vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\classobject.c:53\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:115\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4183\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E07FD0 PyVectorcall_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:255\npython310_d.dll :0x00007FFA32E086F0 _PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:290\npython310_d.dll :0x00007FFA32E07680 PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:318\nblender.exe :0x00007FF778A12F20 bpy_app_generic_callback K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_app_handlers.c:354\nblender.exe :0x00007FF776ECF220 BKE_callback_exec K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:51\nblender.exe :0x00007FF776ECF400 BKE_callback_exec_id K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:67\nblender.exe :0x00007FF7776D5C60 BKE_scene_graph_update_for_newframe_ex K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2648\nblender.exe :0x00007FF7776D5C10 BKE_scene_graph_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2712\nblender.exe :0x00007FF778A46A10 ED_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_edit.c:1729\nblender.exe :0x00007FF778A70B30 screen_animation_step_invoke K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_ops.c:4754\nblender.exe :0x00007FF777D74A30 wm_operator_invoke K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1339\nblender.exe :0x00007FF777D6FE10 wm_handler_operator_call K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2340\nblender.exe :0x00007FF777D72F10 wm_handlers_do_keymap_with_keymap_handler K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2693\nblender.exe :0x00007FF777D720D0 wm_handlers_do_intern K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3020\nblender.exe :0x00007FF777D70B70 wm_handlers_do K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3161\nblender.exe :0x00007FF777D6A440 wm_event_do_handlers K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3775\nblender.exe :0x00007FF777D3EB60 WM_main K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm.c:642\nblender.exe :0x00007FF776EB2C60 main K:\\BlenderGit\\blender\\source\\creator\\creator.c:564\nblender.exe :0x00007FF7837A1B00 invoke_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7837A18B0 __scrt_common_main_seh d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7837A1890 __scrt_common_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7837A1BC0 mainCRTStartup d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFAE8F27020 BaseThreadInitThunk\nntdll.dll :0x00007FFAE9062630 RtlUserThreadStart\n\n```\n\n", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "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", "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", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "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.", "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", "Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n" ]
[ "VSE: Prefetch Cache makes Blender hang\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.91.0 Alpha\n\nUsing Prefetch cache makes Blender highly unstable and then hang.\n\n- Play some edited video in the Sequencer which the Prefetch cache can't keep up with.\n- Move the cursor out of Blender and then back(?)\n- The wait-mouse-cursor will show, the screen will go milky-white and then Blender hangs.\n\n[.blend and video removed, as it was not considered useful]\n\n" ]
June 3 2020 (today's) 2.90 Alpha version crashing constantly Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.90.0 Alpha Worked: (optional) three crashes in 30 mins today, that's doubled this quarters number of crashes :) first crash was after clicking clamp on a mix rgb node in the shader editor, second crash was when adding a weighted normals. seems to coincide with auto saves. Third crash was when tweaking SSS in EEVEE, which I'd been doing throughout the session, so don't think that was the cause. Each crash seems to be shortly after an autosave, and the file indicates an access violation. Here's the crash log for the third crash: [blender_system_info.txt](blender_system_info.txt) [blender_debug_output.txt](blender_debug_output.txt) [blender.crash.txt](blender.crash.txt)
[ "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.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", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "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", "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.", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Blender 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", "Frequent crashes when performing minor adjustments with rigid body constraints\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.5.2\n\nBroken: version: 3.0.0 Alpha\n\nWith a simple rigid body setup (see attached file), there are frequent crashes when doing simple adjustments such as moving the constraint around, rotating it, starting/stopping the animation, undoing some steps. There is not a single scenario leading to a crash, but performing a combination of these actions in succesion consistently leads to a crash (segmentation fault) within about 30-60s.\n\n[Rigid body crash.blend](Rigid_body_crash.blend)\n[Rigid body crash.txt](Rigid_body_crash.txt)\n\nI closed #91025 because I thought it was fixed, but it turns out the crashes still occur. I have found one reproducible way to get the crash:\n- With factory preferences, open attached blend file.\n- Press spacebar to start the animation\n- Press command-Z to undo and then shift + left arrow to restart at the first frame\n- Repeat the last step (command + z and then shift + left arrow) a few times\n- Blender will crash usually after repeating 2-3 times, sometimes a few more.\n", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Blender 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" ]
[ "2.90 full crash with not output error after duplicating an object several times\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nBlender crashes after doing several copies of an object, I suspect it's related to undo, and not sure it is limited to duplication or instancing\n\nFollow the video, but the steps are these:\n\n1.- Open Blender 2.90 alpha\n2.- Start duplicating the default cube or whatever object\n3.- After 30 copies or so Blender will crash to desktop with no obvious error as can be seen in the video.\n\n[2prxXEXJCg.mp4](2prxXEXJCg.mp4)\n\n" ]
Extreme lags in Shader Editor when zooming with the mouse wheel Operating system: Windows French Canadian Language Graphics card: NVIDIA GeForce RTX 2060 (Updated the driver yesterday to check if it was related to this problem) Broken: 3.4.1 Worked: 3.3.1 When I zoom with the wheel in the shader editor Blender becomes very laggy. Sometime it can take up to 20 seconds to unfreeze. I saw in a previous closed track that this problem was known with international fonts but my blender is in English. I reloaded my preferences based on my 3.3.1 version and the bug is still there in 3.4.1 (while being absent in the 3.3.1). I simply wheel in and out in the shader editor. I have no other computer to test it on though...[LaggyShaderEditor.mp4](LaggyShaderEditor.mp4)
[ "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", "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", "Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n", "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", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "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", "Operator Modal Time Wrong Behavior \nOperating system: Windows 10\nGraphics card: RTX 2080 ti\n\nBroken: 3.2, master\nWorked: None\n\n\nThe modal time speeds up when dragging UI panels\n\n\nBased on the default startup or an attached .blend file, just execute the script loaded in the text editor, it will run as expected, and count each second, but after dragging any UI panel, it speeds up (Check in the video).\n\n[Main.blend](Main.blend)\n\n[Bug.mp4](Bug.mp4)\n\nThis Modal Operator Script was created based on the default modal timer template\n\n\n\n\n", "Poor stroke quality when a model is far from the world origin\nOperating system: Win 10\nGraphics card: Nvidia Rtx 2070\n\nBroken: 2.83, master\nWorked: perhaps never?\n\njittery strokes when mesh is far from the world origin in perspective mode\n\nHow to reproduce this bug : \n- Create a grid (set the location to x : 2000 m and y : 1000 m)\n- Create a multires modifier, with 5 subdiv.\n- Sculpt with the clay brush\n- In Perspective mode (left stroke) the stroke is ugly\n- In ortho mode (right stroke) the stroke is clean\nTo fix the stroke poor quality, i had to fine tune the Clip start and the clip end values of the 3d view. \n[#102747.blend](T102747.blend)\n![image.png](image.png)", "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![image](attachment)\n\n\nRun Blender 3.6\n\n", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Memory leak cause my computer to freeze when rendering anumation\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2 Release Candidate\nWorked: worked on blender ~3.0 but it broke on 3.1+.\n\nwhen rendering full animations the memory of Blender is raised to 20GB, although the animation is a very simple content. after 300 frames of rendering in the low quality, we are still stuck and the rendering output is blank frames. \nThe entire compute get stuck and Swap Files rose to 10GB. I have 32 GB of memory.\n\nI will attach the file I render to this ticket.\n\n**Update August 19, 2022**\nThe memory issue was fixed in the current 3.2.2 version and in 3.3 version.\nbut there is an issue with black images rendered from frame 700 in the animation ( in the same file attached).\nin the previous versions the black frames occurred from the frame 300 because of memory leak issue.", "The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)", "Broken curve drawing in normalized view in graph editor\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.1\nWorked: ?\n\nin the normalized mapping in the graph editor, the curve behaves strangely. In the normal display, everything is fine\n[2022-04-20 22-13-05.mp4](2022-04-20_22-13-05.mp4)\n\n- Open attached .blend file\n- In graphics editor pan view up and down\nDisable Normalized to hide the problem\n[bandit_anim.blend](bandit_anim.blend)", "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![2021-12-30 11_39_43-aid_4768_compatible.png (707×588).png](2021-12-30_11_39_43-aid_4768_compatible.png__707_588_.png)\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" ]
[ "Node editors are very slow and unresponsive\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\nWorked: 3.3\n\nPanning and zooming in node editors is very slow since 3.4, even if asset libraries are loaded. This is true across the board for geometry nodes, shaders, etc.\n\n- open default file\n- create a material in a shader editor and move/zoom around with middle mouse button and scroller and blender becomes unresponsive\n- create a simple geometry nodes tree in a geometry nodes editor and the same thing happens\n\n" ]
Collections icons in Outliner does not change by changing isolation Operating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38 Broken: version: 2.91.0 create collections toggle collection isolation by pressing 1,2,... keyboard shortcut does not change the icons brightness of collection in the Outliner
[ "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)", "UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n![Screen Shot 07-05-22 at 04.23 AM.PNG](Screen_Shot_07-05-22_at_04.23_AM.PNG)\n\n![Screen Shot 07-05-22 at 04.26 AM.PNG](Screen_Shot_07-05-22_at_04.26_AM.PNG)\n\n", "Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.", "Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n![image.png](image.png)\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n![image.png](image.png)", "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n", "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", "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.", "Delayed update of outliner ui on change of active collection\nBlender 3.6\n\nWhen you change active collection outliner UI updates only after you leave the outliner.\nAttached short demo gif.\n\nWay to reproduce the issue:\n1) Start default blender scene.\n2) Add new collection \"Example\"\n3) Run the script below in the text editor.\n4) Note that above the outliner you can see currently active collection, by default it's \"Collection\"\n5) Try to select \"Example\" instead of \"Collection\" - it won't update in the ui above.\n6) If you leave the outliner it will update the active collection.\n7) You can also try to choose some other collection and run operator to `.tag_redraw()` - F3 - Update Outliner. Note that info message that says that active collection didn't changed, it's just that outliner area wasn't updated.\n\nWhat expected - outliner ui to update as you change active collection.\n\n```python\nimport bpy\n\ndef get_outliner_area(context):\n screen = context.screen\n for area in screen.areas:\n if area.type == \"OUTLINER\":\n return area\n\nclass EXAMPLE_OT_custom_collection_new(bpy.types.Operator):\n bl_idname = \"example.redraw_outliner\"\n bl_label = \"Update outliner\"\n def execute(self, context):\n before = context.collection.name\n area = get_outliner_area(context)\n area.tag_redraw()\n self.report({\"INFO\"}, f\"{before} -> {context.collection.name}\")\n\n return {'FINISHED'}\n\ndef context_draw_outliner_foobar_buttons(self, context):\n layout = self.layout\n layout.label(text=context.collection.name)\n layout.label(text=context.view_layer.active_layer_collection.name)\n layout.operator(\"example.redraw_outliner\")\n\ndef register():\n bpy.utils.register_class(EXAMPLE_OT_custom_collection_new)\n bpy.types.OUTLINER_HT_header.append(context_draw_outliner_foobar_buttons)\n\ndef unregister():\n bpy.utils.unregister_class(EXAMPLE_OT_custom_collection_new)\n bpy.types.OUTLINER_HT_header.remove(context_draw_outliner_foobar_buttons)\n\nif __name__ == \"__main__\":\n register()\n```\n\n", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "Point lamp power value hard to change with unit scale (button step is calculated for Watts, but applied to milliWatts)\nOperating system: Windows 10 Home 1909\nGraphics card: NVIDIA RTX 2080 Ti\n\nversion: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f771, type: Release\nWorked: 2.82a\n\nIf I insert a point lamp to the scene and I alter the power value of the lamp sliding left and right it works. If I click then in the power field and type a value (e.g. 10W) and confirm with enter it takes the new value, but afterwards I'm not able to change the power value sliding right and left or using the arrows left and right of the field. I have to click again in the field and enter a value.\n\nCreate a point lamp\nEnter the power value in the field (e.g. 10W) and confirm with enter\nSlide the power field slider left and right, the value is not changing.\nClick on the left/right arrow of the power slider, the value is not changing.\nClick in the power field and enter a new value, confirm with enter. The new value will be accepted.", "EEVEE: Material update does not trigger shadowmap update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nModify procedural does not update real time in view port shading in EEVEE \n\nJust a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer\n\nAttached blend file and video\n[studio-light-v1.blend](studio-light-v1.blend)\n[studio-procedural-gobo.mp4](studio-procedural-gobo.mp4)\n", "Alpha textures do not work with holdout collection in Eevee\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\nWorked: None\n\nWhen setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.\n![holdoutcollection.png](holdoutcollection.png)\nThe collection set to holdout.\n\n![holdoutmaterial.png](holdoutmaterial.png)\nThe expected behaviour using a material with alpha blend to hold out the object.\n\n - Create an object using an alpha texture (blend mode doesn't seem to matter) in Eevee\n - Set the collection containing it to holdout\n\n\n[HoldoutAlpha.blend](HoldoutAlpha.blend)\n", "\"Paste Objects\" doesn't copy source objects' collection heirarchy\nStarting to switch over to Blender 2.8 / 2.9, copy pasting still isnt working as intended. Please see #58190 as a reference of the previous bug.\n\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.9 55a2682348\nWorked: master Oct 2018 786870e26f\n\nShort description of error\nCopy pasting between blend files, it does not honor the collection hierarchy, Previously with blender 2.7 we could disable 'Active Layer' and the objects would go to their correct respective layers from the original blend file. Now with Blender 2.8 the only option is to have the copy paste on to the active collection, ruining any sort of collection hierarchy that was previously setup.\n\nExact steps for others to reproduce the error\n\n - Open Blender 2.8\n - create a new collection called 'test'\n - move the cube into this the collection 'test'\n - copy collection 'test'\n - create new blend file\n - delete everything apart from the default collection 'Collection'\n - create new collection 'test'\n - make the active collection the default collection 'Collection'\n - Paste\n - in the 'Paste Selection from Buffer' dialogue box, disable active collection\n - notice how the cube just created a new collection altogether, rather than creating the correct collection name / merging into it.", "Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n![image.png](image.png)\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)", "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\">" ]
[ "The active state of collection Incorrect\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\nWorked: 2.83.9, 2.90.1\n\n\nWhen toggling the hidden collections through the number key shortcuts ({key 1}, {key 2}, ...) the *Collection 2* always remains greyed out, even when visible. \n\nIf you click used your mouse on eye icon, it works fine.\n\nSometimes it's all in active or gray. It seems to happen only when using shortcut keys.\n\n[fJawtcnAqw.mp4](fJawtcnAqw.mp4)\n\n- Open the attached file\n- Use the number keys to toggle collection visibility and look at the outliner\n[outline.blend](outline.blend)\n\n\n" ]
Mesh elements selection broken Shift and Ctrl + drag or click stops working after first or second selection if you keep pressed the key. The marquee box gets drawn at a seemingly random rate. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.83 (sub 11)
[ "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n", "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", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "2.7x interface ctrl tab breaks/inconsistent in weight paint\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nBroken: version: 2.92.0\nBroken: version: 2.91.0,\nWorking: version: 2.90.1\nWorking: version: 2.83.14\nDiscounting LTS, this has been broken for a few versions, although I can't tell you exactly the last time it worked. Probably 2.83 or 2.91. Sorry, I've been lazy with reporting bugs.\n\nUsing ctrl tab to switch out of weight painting mode sometimes fails to switch modes.\n\n\nInstall Blender. At your initial startup options, choose 2.7x interface (+spacebar search, your basic pre-2.8 settings). I believe this is necessary to get ctrl-tab mode switching.\n\nSelect your starting cube. Ctrl tab to enter weight paint mode. Ctrl tab to return to object mode. Repeat as desired; this is expected functionality.\n\nCtrl tab to enter weight paint mode. Tab to enter edit mode, then tab to return to weight paint mode. So far, this is expected. Ctrl tab to try to return to object mode and nothing happens. LTS and previous versions take you to object mode.\n\nI believe there are other operations that break the mode switching out of weight paint, but I chose tab to edit as a simple, easily reproducible example.\n\n", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n", "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)", "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.![Blender bug.PNG](Blender_bug.PNG)\n\n\n", "Backface culling setting applies in Material Preview shading and affects selectability\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 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless." ]
[ "Selection becomes unresponsive while holding any of modifier keys (alt, shift, ctrl)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n4k monitor (might be relevant)\n\nBroken: version: 2.83 (sub 11)\n\nWhen I try selecting any of the elements in edit mode selection becomes unresponsive when I try adding elements to selection.\n\n1. Open default empty scene.\n2. Add a cube\n3. Enter edit mode\n4. Subdivide the cube using right click menu\n5. Now using select tool as active tool, with selection box activated try selecting one loop\n6. Now try adding another loop to selection <<it won't work on any loop type (vertex, edge or face)\n\nnote: Also noticed that alt + middle click+ drag became much harder to snap to certain view, almost impossible to snap.\n\n\n", "Broken Selection while holding Shift or Ctrl\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.83 (sub 11)\nWorked: 2.82a\n\nBroken selection when holding down Shift or Ctrl\n\nObject mode or Edit mode try to select while holding Shift or Control (box or lasso) you'll see that it works randomly\n\n" ]
I can't even open Blender 2.9 Operating system: Linux-4.4.0-104-generic-x86_64-with-debian-stretch-sid 64 Bits Graphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 3.3 (Core Profile) Mesa 18.0.5 Broken: version: 2.9 After several crashes trying to open some files, now I can't open Blender at all, it tries but crashes before to show the default views. Just the automatic installation of 2.9 in Ubuntu 16.04 LTS, and trying to open it from the menú, and also from a terminal. Here I paste all the info in the file "blender.crash.txt": # Blender 2.90.0, Commit date: 2020-08-31 11:26, Hash 0330d1af29c0 # backtrace /snap/blender/45/blender(BLI_system_backtrace+0x20) [0x81fdc60] /snap/blender/45/blender() [0xe231fa] /lib/x86_64-linux-gnu/libc.so.6(+0x354c0) [0x7f51350d04c0] /snap/blender/45/blender(GPU_shader_get_builtin_block+0) [0x6f1b210] /snap/blender/45/blender() [0x1235ca6] /snap/blender/45/blender(DRW_shgroup_create+0x1d) [0x123796d] /snap/blender/45/blender(OVERLAY_outline_cache_init+0xce) [0x126d1ee] /snap/blender/45/blender() [0x126405d] /snap/blender/45/blender() [0x1231cf6] /snap/blender/45/blender(DRW_draw_render_loop_ex+0x45b) [0x123350b] /snap/blender/45/blender(view3d_main_region_draw+0x8f) [0x18930df] /snap/blender/45/blender(ED_region_do_draw+0x811) [0x14871c1] /snap/blender/45/blender(wm_draw_update+0x4da) [0x10de9aa] /snap/blender/45/blender(WM_main+0x30) [0x10dc900] /snap/blender/45/blender(main+0x317) [0xd5ebc7] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f51350bb840] /snap/blender/45/blender() [0xe1f9e3] # Python backtrace Thank you!
[ "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Blender 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.", "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "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", "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", "Scene update bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![scene1.png](scene1.png)\n![scene2.png](scene2.png)\n![scene3.png](scene3.png)\n![scene4.png](scene4.png)\n![scene5.png](scene5.png)\n![scene6.png](scene6.png)\n![scene6.png](scene6.png)\nopen this file, select plane and try to select for this plane any mesh - all this meshes don't have users, but was saved, try to select material - materials was saved, but don't have users, \nwe can revert, close and open again many times - materails and meshes will be saved.\ntry to add gruop instance - we will have all this groups is empty.", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "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)", "\"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", "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?", "CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n", "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", "GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)", "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```", "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" ]
[ "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "Blender 2.90 crashes on Ubuntu 16.04 LTS\nOperating system: Linux-4.15.0-115-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (Broadwell GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.0.5\n\nBroken: version: 2.90\n\n**Short description of error\n\nI've been running Blender versions 2.79 through 2.83.5 without problems on this machine, but 2.90 doesn't run.\nBelow is the output\n1) when starting it from the terminal \n2) reported in blender.crash.txt logfile found in /tmp\n\n1) When running it from the terminal I get the following:\nfound bundled python: /home/wgo/Downloads/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 (core dumped)\n\n\n\n2) blender.crash.txt:\n\n# Blender 2.90.0, Commit date: 2020-08-31 11:26, Hash 0330d1af29c0\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0x81fdc60]\n./blender() [0xe231fa]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354c0) [0x7fbc4737f4c0]\n./blender(GPU_shader_get_builtin_block+0) [0x6f1b210]\n./blender() [0x1235ca6]\n./blender(DRW_shgroup_create+0x1d) [0x123796d]\n./blender(OVERLAY_outline_cache_init+0xce) [0x126d1ee]\n./blender() [0x126405d]\n./blender() [0x1231cf6]\n./blender(DRW_draw_render_loop_ex+0x45b) [0x123350b]\n./blender(view3d_main_region_draw+0x8f) [0x18930df]\n./blender(ED_region_do_draw+0x811) [0x14871c1]\n./blender(wm_draw_update+0x4da) [0x10de9aa]\n./blender(WM_main+0x30) [0x10dc900]\n./blender(main+0x317) [0xd5ebc7]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7fbc4736a840]\n./blender() [0xe1f9e3]\n\n# Python backtrace\n\n\n" ]
Textures in lights broken in 3.1 Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 Broken: version: 3.1.0 Beta Worked: version: 3.0.1 Textures in lights are ignored [Light Texture.blend](Light_Texture.blend) Switch viewport to Render mode In 3.0 it looks like this ![image.png](image.png) In 3.1 it looks like this ![image.png](image.png)
[ "EEVEE-Next: Refactor renderpass storage\nCurrently render-passes are allocated in multiple texture buffers.\nThey take a lot of binding points and currently prevent the deferred pipeline to output diffuse color correctly.\n\nThe plan is to combine all render-passes into the same array texture and use an associated UBO containing offset to the layer of each pass type.\n\nThis would very similar to the AOV support.\n\nAnother direct benefit of this would be that the GBuffer encoding could be simplified.\n\n", "Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)", "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", "EEVEE/Cycles discrepancy in how image texture node's alpha is managed.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0 Alpha\nWorked: ?\n\nWorkbench and EEVEE perform an unpremultipy calculation when premultiplied alpha mode is selected and the image texture node's alpha socket has a connection.\nWorkbench and EEVEE ignore the image alpha when straight alpha mode is selected and the image texture node's alpha socket has a connection.\nSee: [node_shader_tex_image cc](node_shader_tex_image.cc$125-153)\n\nIn Cycles, there is no apparent difference between the straight and premultiplied alpha modes and the alpha socket's connection status does not change how the alpha is managed.\nSee:\n[shader_nodes cpp](shader_nodes.cpp$200-250)\n[image cpp](image.cpp$471-566)\n[image_oiio cpp](image_oiio.cpp$154-204)\n\nExample:\n![Alpha Mode Discrepancy.png](Alpha_Mode_Discrepancy.png)\nExample 2:\n![Alpha Mode Discrepancy2.png](Alpha_Mode_Discrepancy2.png)\n\n**Test File**\n[Alpha_Image_Test_3.1.0.blend](Alpha_Image_Test_3.1.0.blend)\n", "\"Texture properties\" tab hidden after creating \"New Scene\"\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\nGraphics card: GeForce 1080 Ti\n\nAfter adding a New Scene in Blender, the Texture properties tab in the Properties window is missing.\n\nSee my attched image to reproduce the error in detail, please.\n\n1. Start with empty scene\n2. Add a New Scene inside your scene by creating a \"Scene.001\"\n3. Texture properties are hidden in \"Scene.001\"\n\nThis happens in v2.82 too.\n\nIs this a bug or do I miss something, please?\n![Blender_texture_properties_bug01.gif](Blender_texture_properties_bug01.gif)", "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![grafik.png](grafik.png)\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?", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Regression: Vertex colors are now broken in hair strands\nOperating system: Gentoo Linux kernel 5.18.0-gentoo\nGraphics card: RX 480\n\nBroken: 3.2.0, 3.3.0\nWorked: 3.1.0\n\nCaused by b9799dfb8a\n\n\nVertex colors are strange and patchy when moving from 3.1.0 to 3.2.0 or later: \n![2022-06-11-155614_1280x998_scrot.png](2022-06-11-155614_1280x998_scrot.png)\n\n![2022-06-11-155621_1280x998_scrot.png](2022-06-11-155621_1280x998_scrot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Make something with vertex colours and a hair system which utilises them in Blender 3.1.0. In my instance I used geometry nodes to generate them; this may differ when making them manually as one of my other projects which does it manually does not seem to exhibit this issue. \n2. Open file in Blender 3.2.0. \n\nI created the following .blend file to demonstrate the issue: [Color_test_3s.blend](Color_test_3s.blend)", "Artifact with cycles (interaction with moving spotlight and motion blur)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nI wouldnt describe it as a error, more as a artifact in cycles, basically when you parent a light to an object with motion blur, it doesnt behave as expected, it clips into objects and deforms due to the motion blur, there is no easy way to explain this, its better to show it, keep in mind that the spot light in these examples is completely Static! its just parented to the empty that also is parented to the camera, what is moving is the empty, light in real life doesn't behave this way!\n\ni first noticed this in a render i did for my animation \nrender: view\nproject file: view?usp=sharing\n\nso i did a test render and the problem pressists\nrender: view?usp=sharing\nproject file: view?usp=sharing\n\n\n\nAll the best! If this report is invalid please inform me why, because i cant find a work around this issue and there is no information online regarding this problem. Thank you.\n\n\n\n", "Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n![image.png](image.png)\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n![image.png](image.png)\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n![image.png](image.png)\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n![image.png](image.png)\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\n\n", "viewport shading > color > texture, textures not affected by transformation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n\nViewport solid mode color option \"Texture\" does not take mapping nodes into account.\n\n---------\n\nOriginal description:\n\nwhen switching to texture in viewport shading color properties, the image textures are only affected by UV editor and not by texture coordinates node, in My opinion this texture preview is much more faster and better than EEVEE, if only you can ditch EEVEE and make the workbench preview the main material preview that support all nodes, If you notice Cinema 4D ,Max and Maya, they all use a material preview similar to this Blender Workbench preview, I don't know if you noticed these days almost everyone is saying that they prefer previewing and editing their material in cycles rather than EEvee because its way more faster to load, I tested in a 2k scene cycles took a couple of seconds switching to render view on CPU, Eevee took 12 Mins to load all textures, I hope Eevee next solves this issue if not, I would really hope that you consider developing the workbench preview \n\n?\n\n", "Generated texture coordinates missing when switching from solid to rendered mode\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.80.0-git.14884cda1ff5-windows64\nWorked: 2.79b f4dc9f9d68b\n\nThe \"Generated\" texture coordinates make textures \"stick\" to the surface, even if the object is being deformed.\nHowever, this does not work as expected in 2.80 with the Armature Modifier, neither in Eevee nor Cycles.\nIn 2.79 in works correctly.\n\nPossibly related: #59275.\nHowever, this bug affects both Cycles and Eevee, while that report only concerns Eevee (and Cycles works correctly).\nThe difference is that here an Armature is used, while that report uses Shape Keys.\n\n[generated.blend](generated.blend)\nThe scene contains a cube with an armature modifier.\n- Open in both 2.79 and 2.80.\n- Press F12 to render.\n- See how the texture mapping differs.", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "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" ]
[ "Spot light no longer projecting an image texture in Blender 3\nOperating system: Linux-5.15.5-2-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 21.2.5\n\nBroken: 3.1\nWorked: 2.93.6\nCaused by cb334428b0\n\n\nSpot light no longer projecting an image texture in Blender 3. When I switch light from spot light to Point light then it working. But in Blender 2.93 both lights working well.\n\nBlender 3. Point light\n![Projector1.png](Projector1.png)\n\nBlender 3. Spot light\n![Projector2.png](Projector2.png)\n\nBlender 2.9 Spot light\n![Projector3.png](Projector3.png)\n\n\nDownload and open the example file: [Projector.blend](Projector.blend)", "Light 'normal' texture coordinates in nodes for spotlight not working anymore like it does in blender 3.00 as expected.\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.1.0 Alpha ((last 3 versions)\nWorked: (version: 3.0.0 stable\n\nLight 'normal' texture coordinates in nodes for spotlight not working anymore like it does in blender 3.00 as expected.\nYou have to switch to reflection in texture coordinates of the light nodes to get a projection from the light.\n(Not sure but was it always possible to archive this with the other lights too?)\n\n\nOpen attached file in blender 3.0.0 stable and switch to rendered viewport. (you'll see window shades shadows).\n\nThen open the same blend file in any blender version 3.1, and you see that it's not working anymore, unless you switch the texture coordinates of the light to Reflection.\n(And then you can't change the lights z rotation under item-panel to change angle/direction of the shades light projection. )\n\n**But the main problem is the texture coordinates for the lights aren't working as in blender 3.0.0 stable anymore**\n\nThanks in advance\n\n[untitled.blend](untitled.blend)", "Spot light normal not viewport rendered\nOperating system: Linux-5.4.0-96-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\nWorked: at least 2.93 (see screenshots)\n\nThe normal vector was once renderable. In 3.2a i can't anymore:\n![Bildschirmfoto zu 2022-02-01 14-27-57.png](Bildschirmfoto_zu_2022-02-01_14-27-57.png)\n\n![Bildschirmfoto zu 2022-02-01 14-28-03.png](Bildschirmfoto_zu_2022-02-01_14-28-03.png)\n\n[Light bug.blend](Light_bug.blend)", "Light object use nodes issue : \"Texture coordinate - Normal\" doesn't work in 3.0.1 and 3.1, while works well in 3.0\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.1.0 Alpha\n\n\"Texture coordinate - Normal\" doesn't work in 3.0.1 and 3.1, while it works well in 3.0. The \"normal\" output socket is the most important thing for light node to create someting like projector. Please solve this issue.\n[bandicam 2022-01-23 17-52-55-011.mp4](bandicam_2022-01-23_17-52-55-011.mp4)\n\nOpen my file in 3.0 and 3.0.1 and 3.1 to reproduce the issue.\n[light node issue.blend](light_node_issue.blend)\n\n\n" ]
Panel edges flicker. Operating system: macOS-12.2-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Apple 4.1 Metal - 76.3 Broken: version: 3.0.1 Broken: all version 2.9 - 3.0.1 Panel edges flicker in sculpt mode when mouse is moved.. This only happens in sculpt mode. In other modes everything works fine. just move the mouse in sculpt mode
[ "Pie menu breaks if spawned near window edge\nPie menus are sort of \"clamped\" in that if they are spawned closer to the window edge than their spread radius (UserPreferencesView.pie_menu_radius), instead of spawning partly offscreen, instead they will spawn stuck to the edge and will automatically validate the menu item that's in that direction. To make it clearer, here is a capture.\n\n![piemenuclamp.gif](piemenuclamp.gif)\n\nThis is a problem because pies can hardly be spawned in cramped workspaces - for instance inside a graph editor occupying the lower third of a standard 16:9 monitor, unless the radius is set super small.\nThis happens on Windows.", "Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n![20190718 B28RC Visual glitch.jpg](20190718_B28RC_Visual_glitch.jpg)", "Clay strips brush freeze when coming from outside the horizon of surface curvature\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nClay strips brush freeze when reaching horizon of surface curvature\n\nOpen blender, then open a new sculpt file, select the clay strips brush, change the direction of the effect to subtract and change the space distance to scene and disable the adjust strength for spacing.\nWhen coming from outside the object blender freezes or lags creating sometimes artefacts in the horizon of the object.\n\nIn this video you can see the normal behaviour with view spacing distance and with scene spacing distance wile adjust strength for spacing is enable, and then the buggy behaviour.\n\n[vokoscreen-2022-07-12_15-29-16.mp4](vokoscreen-2022-07-12_15-29-16.mp4)\n", "3D Texturing: Limit Eevee samples to 1 during paint stroke.\nGhosting effects appear when painting. We should limit the number of samples to improve the performance and reduce the ghosting effect.", "Metal Viewport \n**Status:** `?` Initial stages of development\n\n---\n\n**Description**\nBringing Metal support to the Blender viewport for optimal performance on macOS. This will be implemented as a new GPU Backend within Blender's GPU Module.\n\n**GHOST**\n\n* - [x] Encapsulate use of OpenGL within GHOST_ContextCGL\n* - [x] Add support for Metal Backend to GHOST_ContextCGL\n* - [ ] EDR (Extended Dynamic Range) support for GHOST swapchain\n\n**EEVEE Next - Workbench Next - Overlay Next**\n\nInitial bring-up\n\n* - [ ] Add support for 2D Texture Atomics via Buffer + Implement metal path\n* - [ ] Add support for virtual frame buffers (No attachments, but specified dimensions, currently allocating temporary texture for enablement). \n* - [ ] EEVEE + GPU Unit tests 100% pastorate\n* - [ ] EEVEE irradiance cache baking - Metal support\n* - [ ] EEVEE Next shadows - Metal support\n\nOptimisation + Later:\n\n* - [ ] Optimize compute kernel workgroup sizes for all passes\n* - [ ] Investigate kernels wherein threadgroup size requirement exceeds optimal sizing heuristic. Aim to avoid using maxTotalThreadsPerThreadgroup.\n* - [ ] Ensure resource usage is optimal (compression etc)\n\n**GPU Module METAL Backend**\n * - [x] MTL_backend\n * - [x] MTL_batch\n * - [x] -> Metal indirect draw support\n * - [x] MTL_capabilities\n * - [x] MTL_command_buffer\n * - [x] MTL_context\n * - [x] MTL_debug\n * - [x] MTL_drawlist\n * - [x] MTL_element\n * - [x] MTL_extensions (via backend)\n * - [x] MTL_framebuffer\n * - [x] MTL_immediate\n * - [x] MTL_memory_manager\n * - [x] MTL_query\n * - [x] MTL_shader\n * - [x] MTL_shader_interface\n * - [x] MTL_state\n * - [x] MTL_storage_buf\n * - [x] MTL_texture\n * - [x] MTL_uniformbuffer\n * - [x] MTL_vertex_buffer\n * - [x] Compute support for Metal\n\nMore items to be added as necessary.\n\n**GPU Feature coverage**\n\nA number of features available in Blender require API functionality which is either not directly available in the Metal API, such as geometry shaders, or requires a higher degree of explicitness from the high-level renderer. These tasks represent non-invasive changes required to enable full Metal support:\n\n * - [x] GPU - Geometry shader workflow alternative\n * - [x] GPU - Multi-layered rendering support in Vertex Shader\n * - [x] GPU - Shading language translation layer from GLSL to MSL (Metal Shading Language).\n * - [x] GPU - Alternatives for unsupported GPU Primitive types: `GPU_PRIM_TRI_FAN`/`GPU_PRIM_LINE_LOOP` (mtlprimitivetype?language=objc)\n * - [x] GPU - Shader uniform struct alignment validation for Metal (`GPU_uniformbuf_create_from_list`)\n * - [x] GPU - Shader barycentric support in Metal.\n * - [x] GPU - default depth format support checks (Apple Silicon does not support `GPU_DEPTH24_STENCIL8`)\n * - [x] GPU - Lightweight GLSL shader requirements for MSL compatibility.\n * - [ ] GPU - Extended Dynamic Range (EDR) support for OCIO shaders and GPUViewport.\n * - [x] DRW/GPU/COM - Support for Realtime compositor (T99210)\n * - [ ] #104025 Offline Metal shader compilation - Startup compilation time and system caching.\n * - [ ] Metal/DRW - EEVEE/Material PSO (Pipeline State Object) parallel compilation.\n\n> Shader libraries compile (Front-end compilation) in parallel while displaying the default EEVEE material. For Metal (and likely Vulkan too), PSO compilation (backend/low-level compilation) happens on demand, depending on the current render pipeline state in combination with a given shader, and this can take time, introducing stalls and stutters, such as when an object is first selected and the select-engine/depth-only permutation is generated for that particular mesh.\n>\n> Ideally we would want to avoid these one-off PSO stalls, which for OpenGL, are generally hidden behind driver processing. Propose a few options:\n> - Option to add a \"default/fallback shader to a **GPUShader** such that if it needs a fresh PSO, and a default shader/fallback is provided, it can instead bind that shader for the draw. In essence, continue using the EEVEE default material, if PSO compilation is needed, not only when the shader library is compiling.\n> - Shader PSO cache warming: Generate the render pipeline state configurations/permutations up-front to allow background parallel PSO compilation. This could be done by performing a dry-run of Blender and packaging a data-file containing the serialized input structure for the PSO compilation function, and performing background warming after start-up, using this data. This avoids the need to manually specify the configs.\n> - Prepare certain configurations up-front in background by performing dummy renders in different states, and skipping draws which trigger a PSO compilation. This allows the dynamic render state to be set, without performing rendering.\n\n\n * - [x] Metal viewport/Metal Cycles shader compiler load distribution manager. \n\n> As both backends use Metal, there is only a fixed pool of shader compilation threads available. A mechanism should be in place to ensure compilation is not stalled, which could cause the viewport to become unresponsive for synchronous shader compilations. e.g. PSO backend compilations.\n\n```\n\n```\n * - [x] Python -- Use of OpenGL within Python API - Ensure safe fallback (T103863)\n * - [x] Cycles - Live viewport display -- Currently uses OpenGL directly\n\n---\n\n**Relevant links**:\n* `-` Metal-Shading-Language-Specification.pdf\n* `-` metal/\n* `-` Metal-Feature-Set-Tables.pdf", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "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![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "Remesh Resolution strange behaviour (Shift-R)\nOperating system: MacOS 10.14.6\nGraphics card: AMD Radeon R9\n\nBroken: Daily Build\nWorked: Don't know\n\n**Description**\nSetting the remesh resolution with Shift-R during sculpt when object is unproportional in size makes the grid fade (too quickly) and when zoomed in the numeric display of scale is upside down\n\nIn this small video clip, first part is correct behaviour.. second with disproportional object\n<video src=\"remesh_behaviour.mov\" controls></video>\n\n**Steps**\n- Use default cube\n- In edit mode scale the object 10x in Z only\n- Enter Sculpt mode\n- zoom in\n- Shift-R\n- observe grid fading and display upside down..\n\n[remesh_behaviour.mov](remesh_behaviour.mov)\n\n\n", "Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n", "Regressoin: Bisect: Unstable display when UV editor is open\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 496.49\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 2.90.0 Beta\n\nflickering started with 51568030e9\n\n\nBisect unstable displayed when UV editor is open\n\nThis happens both with a convex polygon (example file) and with a regular cube.\n\n| 3.4 | 3.0 | 2.9 |\n| -- | -- | -- |\n| [2022-10-22 13-35-32.mp4](2022-10-22_13-35-32.mp4) | [2022-10-22 13-39-35.mp4](2022-10-22_13-39-35.mp4) | [2022-10-22 13-41-48.mp4](2022-10-22_13-41-48.mp4) |\n\n\n1. Open the example file\n2. Try to divide the polygon into parts using a bisect in edit mode\n\n[bisect_bug.blend](bisect_bug.blend)\n" ]
[ "3D viewport UI flickering when using other on-screen editor\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 Beta\nWorked: unknown\n\nThe UI elements of the 3D viewport show a subtle flickering when performing certain actions in different on-screen editors. It depends on the workspace (/configuration of editors?) whether this happens or not.\n\nSimplest way to reproduce:\nGo to geometry nodes workspace\nScroll around in the geometry nodes editor (also happens when moving around a node for example)\n\nIn the animation workspace, when scrolling around the dope sheet, flickering happens in the top left 3d viewport, but no the one on the right. In the shading workspace, there is no flickering at all.\n\n[Schermopname 2021-11-20 om 14.34.27.mov](Schermopname_2021-11-20_om_14.34.27.mov)\n", "M1 MacOS - flickering top bar and tool bar in 3d viewport\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0\nWorked: 3.1 (at least: I did not notice)\n\nSee the attached clip: the top bar and tool bar in the 3d viewport flicker from time to time. The behavior seems somewhat intermittent and varies in strength. It also occurs in 3.3 alpha (locally compiled version)\n\nIt looks like the combination of a geo nodes setup and viewport set to 'material preview' causes lag during viewport redraw.\n\n- Open the attached blender file\n- set Viewport to 'material preview' or 'rendered'\n\n[B3.2.0 screen flicker.mp4](B3.2.0_screen_flicker.mp4)\n[Rock scatter geo nodes 1.blend](Rock_scatter_geo_nodes_1.blend)", "UI keeps flickering, MacOs M1 Max\nOperating system: macOS12.4 Monterey\nGraphics card: Apple Silicon M1 Max\n\n**Blender Version**3.2.2\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nHi\nMy UI keeps flickering, how can I fix it.\nThe more windows I open, the more flickering,\nIs this a problem with APPLE SILICON?\nin the intel core Mac is everything fine,\nthank you all.\n\nmy usage specs\nBlender 3.2.2\nmacOS 12.4 Monterey\nMac Studio M1 Max{[F13367703](681923584.585103.mp4)}\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "UI Flickering on MacBook Pro Silicon, Tested on Both M1 Pro and M1 Max\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: 2.93.5\nWorked: (2.79)\n\n[UI Flickers in when moving around the 3D scene. \n\n[Easily reproducible by having two 3d scene windows, and going to sculpt mode then working in the 3D Scene. Happens in other cases as well. Here is an example: 1457012189257207811\n\nP.S. Happens in every blender version past 2.8x till the latest 3.1 alpha, using both intel or arm blender version.\n\n", "Flickering sculpting mode\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: 3.1.0\n\nHello, \nI'm experiencing a flickering effect when I have more than one window open on sculpt mode. I hope you can take a look at it since it's very annoying. \nThanks a lot for everything, I love the app!\n\n\n", "Flickering UI when using Grease Pencil on Mac\nOperating system: macOS Version 12.0.1\nGraphics card: Apple M1 Max (32-Core GPU)\n\nBroken: 3.0.0 (Apple Silicon); 2.93.6 (Apple Silicon)\nWorked: –\n\nThe User Interface flickers when I use a Grease Pencil Tool (for example the Draw tool) and moving the mouse in the viewport.\nEspecially the Timeline but also the left and top tool and option bar. Always seems to disappear for a very short time what makes it look like flickering.\n\n*Create a Grease Pencil object and go to Draw mode\n*Move the Mouse with Draw tool activated\n*Maybe draw some lines\n\nThanks!\n\n[Flickering_UI.mp4](Flickering_UI.mp4)\n", "Screen flicker on menu roll-over\nOperating system: macOS-12.6-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.3.0\n\nRolling over 'N' panel menu regions randomly uses a flicker of the whole app.\n\nCreate new or open any document, open the 'N' menu in the viewport or UV editor and roll the cursor over the menu items of either add-ons or native menus. It happens randomly. You just have to keep moving the cursor and it occurs. Screen capture uploaded showing issue.[Flicker.mov](Flicker.mov)\n\n", "Display flickering on M1 and M1 Max computers\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nDisplay flickering on M1 and M1 Max computers , with more 3D views opened in sculpt mode , not in object mode , than all is okay !!\nEdit mode is less of a problem , other modes also makes the screens flicker when moving the cursor...\nSee the screen recording I attached\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nDescribed aboveand see the screenrecording\n\non M1 Mac when switching to sculpt mode and with other 3d views open they start to flicker .\non my M1 Mac mini and the same on my M1 Max Mac Studio{[F13651291](flickering.mov)} ", "Viewport flickering after prolonged use on M1 Max\nOperating system: macOS 12.1 (21C52)\nGraphics card: Apple M1 Max\n\nBroken: 3.1 (Apple Silicon), dd3a72f275b3, master, 2021-12-25\n\nAfter prolonged use of the app, viewport will begin to flicker when controls are hovered, no matter what viewport mode is selected. (See video) Workaround to fix is to relaunch Blender. Program performs normally and can save under these conditions.[Screen Recording 2021-12-26 at 5.55.54 PM.mov](Screen_Recording_2021-12-26_at_5.55.54_PM.mov)\n\nUnknown, happens on all projects. More likely to happen when performing a computationally-intense operation such as physics baking, and could be related to the switching of physical monitors using the MacBook Pro's built-in HDMI port.", "Flickering UI on MacBook M1 or external monitor MBP 13 M1\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 2.93.5\n\nWhen any action in blender (move viewport or oblects) - there is flickering UI. Not way to burn eyes, but noticeable. Problem happens only on external monitor that worked absolutely fine in any other apps.\n[IMG_2758.MOV](IMG_2758.MOV) - video in slow motion showing the problem. Some times it flicks a lot, some times not much.\n\nJust moving view point is enough to flick UI.\nThat happens with my first of two files. Second doesnt have that. Attach the file with problem.\n[domik.blend](domik.blend)\n", "2D Animation tab flashes out of control\nOperating system: MacOS Monterey\nGraphics card: Apple M1 Max\n\nBroken: 2.9.3-3.2.2\nWorked: Before 2.9.3\n\nEntire editor flashes when trying to draw with Grease Pencil in the 2D Animation view.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n**Step 1.** Load up Blender 3.2.2 with MacOS using Apple M1 Max\n**Step 2.** Select any tool from the 2D Animation layout and move the mouse cursor around. The entire editor flashes and becomes unusable. ", "UI Flickers when in full screen on MacOS\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.2\nWorked: This has always been present in M1 builds of Blender\n\nUI Flickers when in full screen on MacOS\n\nSimply use the program while in \"full screen\" mode. It sometimes takes a few minutes to start happening, but it almost always appears for me. The UI will flicker whenever I'm interacting with the software.\n\n" ]
Clicking LookDev crashes Blender Operating system: Windows 10 Home Graphics card: GTX 1080 Ti + 1070 Ti Broken: version: 2.80 (sub 53), branch: blender2.7, commit date: 2019-03-30 00:02, hash: 98f00a3eb526, type: Release Clicking Lookdev icon crashes blender. 1. Open attached scene, click LookDev [CrashLookDev.blend](CrashLookDev.blend) [system-info.txt](system-info.txt)
[ "Blender crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 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0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```", "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", "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", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "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", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Blender 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", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Blender Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)", "Blender 3.2 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", "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", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>" ]
[ "New version of Blender crashes\nOperating system: Linux-4.18.0-17-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: 2.80 (sub 53)\nWorked: (optional)\n\n\nNew version of Blender crashes when I switch from Solid to LookDev or Rendered. EEVEE and Cycles.\n\nI found at least one material that crashes new version of Blender.\nI appended it to new session but when I choose it Blender crashes.\nI cannot view this material and don't remember it exactly so tried to reproduce it. Blender crashes when I just add Texture Coordinates.\n[crash.blend](crash.blend)\n\n", "crash upon switching to textured/rendered mode\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: 2.80-25ec4b437fe9 \nWorked: 2.80-99d4321feff6\n\n\nwhen i try to switch to textured or rendered mode it insta crashes blender\n\nit has something to do with this material\nit has something to do with the latest build as of right now\n\n[testx.blend](testx.blend)" ]
Crash when moving keyframe Windows 10, GTX 1080Ti Broken: Blender 2.8 3f59bdc1bd0 2018-11-19 Moving any keyframe in the timeline or dope sheet crashes Blender when Only Show Keyframes from Selected Channels is disabled or multiple objects are selected. The crash does not happen when only one channel's keyframes are shown at a time. Open this file: [sci-fi_door_01.blend](sci-fi_door_01.blend) Select a keyframe in the timeline in the Layout workspace and try to move it.
[ "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Crash 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 when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n", "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)", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Keyframing off Animated property of rigid body on second frame of rigid body simulation\nOS: Ubuntu 13.10\nLinux kernel: 3.11.0-18-generic\n\nBroken: 2.70-b64bdb2-linux-glibc211-x86_64\n\n\nNormally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation.\n\n\n\nCreate bug:\n\n - Open new Blender file\n - Keyframe location of the default cube\n - Go to frame 20, move cube along the y-axis by 20 units and keyframe location.\n - Enable Rigid Body for the cube\n - Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it\n - Go to frame 11, disable Animated and keyframe it\n - Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50)\n - Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down.\n\nResolution:\n\n - Set the start of Rigid Body Cache to 9. \n - Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again.\n # Play animation again, and it's fine.\n\nAlthough, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out).\n\nSteps 1-7 have already been completed in this file: [rigidBody_bug.blend](rigidBody_bug.blend)\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", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "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.", "Timeline showing key-frames for trackers all the time.\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the Layout view, the timeline normally shows only the keyframes for the selected item. When I add do some motion tracking in the movie clip editor and create the scene. Switching back to layout view, the timeline now shows a keyframe on every frame even if I have no objects to select. I can't find a way to hide the keyframes from the timeline either. If I expand the timeline and twirl down the summary, I see lots of trackers with keyframes.\n\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", "Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n", "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", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n" ]
[ "Blender 2.8 Crash - Translating Key Frames in Action Editor and Dope Sheet\nOS: Windows 10 Professional\nCPU: Intel 4770k\nGPU: AMD RX480 8GB\n\nBlender 2.80 Commit Date: 20181031 \n\n**Description** \n\nWhen translating key frames in the Dope Sheet or in the Action Editor, it causes an immediate crash. \nThis issue is not present in the F-Curve Editor when moving the key frames. It serves as a work around.\n\n**Reproduction Steps:**\n//The following assumes that 'Auto Key Framing' is disabled and a simple object is being manipulated. \nIt is also possible to replicate this with Armature Key Frames and Key Frames for Light Colors. If it can have a Key Frame, it applies '//\n - In a new Blender Project File...\n - Ensure you are on Frame 1 of the animation Timeline Window.\n - Create a basic shape (cube, sphere, etc) or use the cube shape provided in the default starter view (if applicable).\n - Select the shape and press the 'Create Key Frame' shortcut. This is 'I as in Island' by default.\n - Choose Location, Rotation, Scale (LocRotScale).\n - In the timeline window, move forward 10 Key Frames.\n - Press G to translate the object to a new location in the 3d space.\n - Press R to rotate the object to a new axis.\n - Press S to scale the object to a new scale.\n - Press the 'Create Key Frame' shortcut again, choosing Location, Rotation, Scale (LocRotScale) again\n - Navigate to the Dope Sheet either by changing one of your existing views, splitting the view and opening it there, or changing to a window that has it by default\n - Verify that in the Header for this view the 'View Context' is set to Dope Sheet.\n - There should be two Key Frames visible: On Frame 1 and Frame 10.\n - Save the Blend File.\n - Right Click Select one of the Key Frames, then press the 'Grab' shortcut (G by default), and try to translate either forwards or backwards. This should result in an immediate crash.\n - Repeat the above step but instead press the 'Scale' shortcut (S by default).\n # Repeat the previous 2 steps, however this time change the 'View Context' to Action Editor. The results should be the same.\n\n\n", "moving keys on a rig, Crash\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.1a865b4ff01-windows64\nWorked: none 2.8\n\nMoving keyframes makes some rigs very unstable, with flickering and often resulting in a crash. Renders and baking of frames give out of sync results with unusual stretching of bones.\n\nsimply move a key frame, only crashes when several bones are keyed.\n[2.8_crashtest.blend](2.8_crashtest.blend)\n\n" ]
Pattern in Background of Workbench Renderer Operating system: Windows 10 64 bit Graphics card: Nvidia GTX 750 Ti Broken: blender-2.81.0-git.9dab57a9f829-windows64 The background color in the Workbench Renderer is not solid. Rather, it has a very fine pattern. This is especially apparent, if the background color is set to black. [workbench_pattern.blend](workbench_pattern.blend) Just render. It will look like this: ![workbench_pattern.png](workbench_pattern.png) Zoom anywhere into the black area, and you will see the pattern. I would expect it to be perfectly black.
[ "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Grease Pencil phasing through objects even when 3d location is selected \nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2060 SUPER\n\n3.1.2\n\nGrease Pencil strokes that should be under the floor/behind objects are phasing through with a weird grainy texture. Looks perfectly fine in viewport rendering but when I render an image/animation it looks weird. Not sure what im missing or if its a bug?\n\n**Blender project**\n[clothtest.blend](clothtest.blend)\n\n![error.jpg](error.jpg)", "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "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", "Multiple Smoke Flow Colors Rendering Black when Flow Behavior is set to Geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83.1\nWorked: 2.81 -- N/A, newer versions use fluid settings, but the old smoke sim worked as it should\n\nBaking a smoke domain multiple smoke flow objects with flow set to \"geometry\" and each set to a color results in all of the smoke rendering black.\n\nCreate a smoke domain on any object and place two smoke flow objects inside the domain. Set the smoke color of the smoke flow objects to any color, and the flow behavior to \"geometry\" vs \"inflow\" or \"outflow\". Change the material on the domain object to a material without a surface bsdf but with a volume bsdf whose color is set to the color output of an attribute node with the Name property set to \"color\". Bake the sim and render, and you should observe that all smoke is black, as opposed to the colors set on the flow objects. This works correctly when the flow behavior is set to inflow (except on the first frame), so I'm guessing this has something to do with the initialization of the smoke.\n\n[smoke_multi_color_bug.blend](smoke_multi_color_bug.blend)", "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", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "HDRI background shows lighting artefacts at zero strength\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\nDont know if this is a Blender issue, but I encountered a few HDRI files that still show light sources despite having zero strength in the viewport shading studiolight setting:\n![HDRIBackgroundStrengthBug.jpg](HDRIBackgroundStrengthBug.jpg)\nThe HDRI file is:\n[blue_lagoon_night_2k.hdr](blue_lagoon_night_2k.hdr)\n\nThe lighting comes from remaining artefacts at the spot of the lamp. Its more noticable with a bit of blur, but you can still see it without.\nSince this is only an issue for some HDRI Backgrounds I assume it has to do with those files, I dont know. Regardless, it would be nice if Blender could take care of these cases to guarantee a dark background.\n\n\n[HDRIBackgroundStrengthBug.blend](HDRIBackgroundStrengthBug.blend)\n1. Install the attached HDRI File and set it as background.\n2. Change the strength setting for the Viewport Shading to zero.\nProblem:\nThe background lightens the scene at zero strength with the remaining artefacts.\n\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "Workbench shadows disappear and reappear depending on what's selected.\nOperating system: Linux-6.5.3-arch1-1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.104.05\n\nBroken: version: 4.0.0 Alpha\n\nWorkbench shadows disappear and reappear depending on what's selected. Makes no real sense as to why. This behaviour seems odd and I don't know if it was ever supposed to be like this.\n\n\n1. Open a new default scene and raise the default cube to sit on the floor.\n2. Add a mesh plane and scale it up to create a floor underneath it to display the cube's shadow.\n3. Change the render engine to Workbench and activate shadows in viewport shading popover menu.\n4. Optionally, toggle shadows in workbench render properties, as well.\n5. Select cube and watch the shadow disappear.\n6. Select the plane and watch the shadow reappear.\n\n", "Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n| After | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part.", "The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\n\n", "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![IMG_20220917_113351.jpg](IMG_20220917_113351.jpg)\n\n![input_sRGB_ACES_001.png](input_sRGB_ACES_001.png)\n\n![input_sRGB_ACES_002.png](input_sRGB_ACES_002.png)\n\n[config.ocio](config.ocio)", "Switching image color space doesn't work on grayscale images in Cycles\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 3.0 release, 3.1 daily build (e6ca0b33e920)\n\nSwitching image's color space doesn't work on grayscale images in Cycles. Eevee and image editor displays image correctly, RGB images are also displayed correctly.\n(Tested on current 3.0 release build and today's 3.1 daily build, haven't checked older blender versions)\n\n[Test.zip](Test.zip)\n1) Open the attached file, go into rendered view\n2) Compare rendered image to the one opened in the image editor\n3) Switch to Eevee, image now displays as it should\n4a) Interesting thing, if you pack the image into the blend file using External data>Pack resources and switch to solid view and back to rendered, image updates and displays correctly" ]
[ "Wokrbench doesn't render black world to true black\nApologies if not a bug; couldn't figure it out:\n\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 12)\n\n\nWith a black (0,0,0) world, rendering in workbench generates a not-quite-black background. (I'm told it was the same in 2.80, but haven't checked myself.)\n\n\n* start with a blank config directory\n* go to the Properties -> World tab, change the Viewport Display to black (0,0,0)\n* in the “Surface” pane turn off “use nodes” (changes world surface color to black)\n* change the render engine to Workbench\n* hit numpad-0 to assume camera view\n* use viewport shading drop-down to change background to “World”\n\n…it’s clear that the “black” inside the camera frame is not pure black, but near-black. This is also the case if I do an F12 render: the background around the cube isn’t black, but a hash of near-black pixels.\n\nAgain, if there is an obvious setting to tweak that fixes this, apologies for the noise.\n\nDemo file created as described above:\n[black_demo.blend](black_demo.blend)\n" ]
[bug] Incorrect vertex selection in combined selection mode Operating system: any Graphics card: nvidia gtx 1080ti Broken: 2.80, 0fe5a789837, blender2.8, 2018-12-07 Worked: any pre 2.80 versions Incorrect vertex selection in combined selection mode: hard to select vertex in vertex/edge combined selection mode explained in details on blender devtalk here: 3708
[ "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n", "Mitigate the risk of wrong shape key selection in sculpt and edit mode.\n# The Issue\n\nA major weakness of any layered editing system is that it matters which layer is selected for editing operations, but this selection is not apparent in the actual editing space, because layer effects are by definition combined into a single result for display.\n\nFor instance, unless the single key mode is turned on, the effects of all relative shape keys are summed up into a final shape, which doesn't change no matter which one is selected.\n\nThis means that it is easy to apply editing operations to the wrong selected layer, including a possibility that the undo stack will be exhausted before the mistake is noticed.\n\nAn additional risk factor is that shape influence sliders are located in the same list, and a hurried misclick on a slider can change selection.\n\n# Proposed Solution\n\nThe industry standard way to mitigate this risk is layer locking: layers that are not currently being worked on can be locked by the user, in which case all editing operations that would affect that layer will instead abort with an error.\n\nBlender already supports this with Vertex Groups and weight painting - even though with groups it is more obvious which one is selected, and locking has additional effects related to normalization.\n\nI propose adding this feature for shape keys (implemented in #104463):\n\n![screenshot-shapekey-locks.png](attachment)\n\nSince it is a standard approach that is used by any advanced image editor, most users would likely be already familiar with the concept. However there are some details in its application that need discussing.\n\n## Scope Issue\n\nThe primary design question is which operations should react to layers being locked, balancing mainly implementation complexity and the effectiveness and convenience of the feature.\n\nIn implementing the prototype I decided that the main criteria should be:\n\n* Operations that affect vertex positions, and thus shape keys.\n\n* Operations where the shape key selection matters:\n\n For example, applying object mode transformation updates all shape keys. Thus the selection doesn't really matter, and respecting locks would inconvenience the user that is working on the scene layout, rather than individual object details.\n\n* Deform-only operations:\n\n Even though selection may affect the final vertex positions, operations that change topology necessarily change all shape keys. For that reason, topology manipulation also belongs in an earlier stage of the design pipeline than shape key creation, even though it may be necessary to do it later sometimes for various reasons. Finally, topology change is seldom not accompanied by using transformation operators that respect the locks.\n\n### Current Scope\n\nThis is the current scope of the checks in the prototype:\n\n* All Edit Mode <u>transformation</u> operations.\n\n Specifically, everything invoking the generic transform system initialization code.\n\n* All <u>Sculpt brushes</u> that affect vertices, and not colors or masks.\n\n Specifically, everything invoking the generic brush stroke initialization code.\n\n* <u>Smooth</u> and <u>Laplacian Smooth</u> operators in Edit Mode.\n* <u>Blend From Shape</u> operator in Edit Mode.\n* <u>Propagate To All Shapes</u> operator in Edit Mode.\n\n This one is a bit of a problem, because technically shape selection doesn't matter here: it snaps all shape keys to the current position. However currently I implemented a check to abort if any shape key is locked on the principle that it is a shape key operation. Maybe it should only check the main Basis, or work in some other way.\n\n* <u>Mirror Shape</u> and deleting shape keys.\n\n* A few other operators...\n\nThis [spreadsheet](edit?usp=sharing) containts an exact listing of which operators should and actually do check for locks.\n\n# Discussion\n\nIt is necessary to discuss whether the main criteria, or this specific list needs changing. For instance, I'm not confident that I remembered all operations that match the criteria for the checks.\n\nAnother minor design point is whether attempting to edit a locked layer should be an error (shows a message under the cursor) or a warning (appears in the status line).\n\nSince the checks are done by operators rather than low-level code, add-ons would have to implement them too where relevant. I wonder how many would be affected, and whether some API additions to help them do that easily would be necessary.\n\nThere have also been some questions raised in #104463, like:\n\n> - Are shape keys a special case? (is there other data we might want to lock).\n> - Is the current implementation disallowing editing in all anticipated situations? There seems to be quite a few ways to transform vertices that aren't included here, applying transform, moving object origins, ... to name a couple, probably other mesh tools too. It may feel like an incomplete feature if these are left out, yet, this means we need to add check in many more places.\n> - Are there ways this can be implemented in a way that doesn't frustrate users. For example, you load someone elses file, select objects and want to apply transform. If they have locked a shepe-key it could mean having to manually select and disable the the locks. Users may request a ways to disable locks on all selected objects, maybe going along in this direction is fine, but we can anticipate some of these issues and consider functionality that doesn't add unnecessary overhead. \n", "bpy.ops.object.vertex_weight_copy() fails in multi edit mode\nOperating system: windows 10 amd ryzen 9 5950x 2 x 3090 (not in nvlink)\nGraphics card:\n\nBroken: 3.12\nWorked: don't think it ever has\n\nin multi edit copy vertex to selected fails and does not create new groups or copy the weights, you have to join the mesh first then do copy to selected then separate the mesh again which is problematic in more complex rigging scenarios with shape keys etc. \n\nincluded example blend file with both meshes selected tab into edit mode highlight 1 vertex on the cylinder and then select all the verts on the ico sphere and select copy, the copy fails. If you join the ico sphere to the cylinder mesh and do the same it works as expected.\n\ngoing to write a script as a workaround but I think it's really a bug ? (all be it a small one :-) )\n![image.png](image.png)\n\n[copyfail.blend](copyfail.blend)", "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", " 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.", "Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).", "Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n", "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.", "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![image.png](image.png)\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", "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", "Rebuilding multires subdivisions sometimes puts some vertices at the origin\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.54\n\nBroken: version: 2.90.0\n\n1. Add multires modifier\n2. Rebuild subdivisions. \n3. Some vertices end up at the origin. \n\nIf you apply the multires modifier, the problem vertices are [60074, 60075, 60076, 60081, 60082, 60083, 60088, 60089, 60090]. Applying the modifier apparently changes vertex numbers, since those vertices were located in the shaft area in the original HD mesh.\n\n![multires-problem.png](multires-problem.png)\n\n[multires-problem.blend](multires-problem.blend)\n\n", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n" ]
[ "Vertex/Edge/Face selection modes hot zones layering issue\nOperating system: macOS / Mac OS X 10.9 (Mavericks)\nGraphics card: AMD Radeon HD 6770M\n\nBroken: 2.80 beta\nWorked: (2.79b)\n\nThe hot zones (i.e. clicking area threshold, aka screen tolerance) for selecting vertices are replaced by the hot zones for edges, and both of those are replaced by the hot zones for faces.\n\n1. Enter edit mode and enable all selection modes (shift+click each vert/edge/face icon).\n2. Try to select a single vertex. => 99% chance you select a face or an edge unless you clicked EXACTLY on the vertex.\n3. Disable face selection and try again. => 99% chance you select an edge.\n4. Disable edge selection and try again. => no problem.", "Difficulty selecting individual components when using multiple mode selecting\nOperating system: Windows 10\nGraphics card: Nvidia GeForce 1060 GTX\n\nBroken: blender2.8, commit date: 2018-12-03 23:39, hash: 1b6a394d862, type: Release\nWorked: (optional)\n\nHi, this is my first bug report, so sorry for any mistake.\nI just wanted to give 2.80 a try and it's awsome, but I encountered some issues with it;\nOne would be that It's difficult to select individual vertices or edges when vertex, edge and face are all enabled. I made a video also;\n\n[Selection_Difficult.mp4](Selection_Difficult.mp4)\n\nFor others to reproduce: holding shift and enable vertex,edges, faces and try to select vertex or edge;\n\nAll the best, you guys rock!" ]
Instanced Metaballs don't appear on final render, they do on rendered viewport Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15 Broken: version: 2.81 (sub 16) Worked: (optional) Metaballs instanced through Vertex or Face Instance aren't rendered when you press F12. They do appear on the rendered viewport however. This happens with both Cycles and Eevee Open this file and press f12, compare with rendered viewport ![bug2.png](bug2.png) ![bug1.png](bug1.png) [instancedmetaballs.blend](instancedmetaballs.blend)
[ "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Export instance geometries to Sketchup\nHi,\n\naccording with this [page ]() Sketchup needs <instance_node> and <library_nodes> section for instancing geometries.\n\nBlender Collada Exporter does different and when I import in Sketchup the geometries are not instances anymore.\n\nIs there a way to improve the export between the two softwares?\n\nThank you.\n\n", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "Instance on Points attribute transfer issue with pick instance\nOperating system: Linux-5.15.11-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: N/A\n\n\n{[F12793349](image.png) size=full}\n\n- Load the following file\n- See that the output for the attribute created on the instanced instances is always 0, when it should be 1 on the final points.\n\n\n[capture attribute instance1.blend](capture_attribute_instance1.blend)\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![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n", "Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "Shadow catcher issue with Cycles Standalone\nOperating system: Win10\nGraphics card: 2070 super\n\nN/A Cycles standalone\n\nShadow catcher is not working properly\n\nI've modified the XML parser of Cycles standalone to read shadow_catcher tag as well as create a new sample, derived from scene_monkey.xml, that uses a plane with shadow catcher enabled.\n\nNotice that the shadow is not visible on the output (you can use something like in the commandline \"scene_monkey_shadow.xml --samples 128 -output Temp.png --background\" \n\n[shadow_catcher_issue.zip](shadow_catcher_issue.zip)", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "Bug in particle system - missing particles representations\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.90.1\nWorked: potentially never, does also not work with 2.80\n\nWhen creating a particle system with `instance objects` and using more than ~15.000 particles, not all particles are represented with the instance object. The more particles the particle system contains, the more instance objects are missing. \nThe following images illustrate the problem.\n\nExample with 120 x 120 = 14.400 particles. All particles are represented with the instance object (in this case a cube) - except for the first particle at the top left corner. This particle is always missing - even for small particle systems. \n\n![image.png](image.png)\n\nFor slightly bigger particle systems (e.g. 150 x 150 = 22500 particles), a few particles at random positions in the particle system do not contain an instance object (see the black dots)\n\n![image.png](image.png)\n\nFor way bigger particle systems (e.g. 200 x 200 = 40000 particles) the last particles (i.e. the particles at the bottom right with the biggest indices are missing)\n\n![image.png](image.png)\n\nThe presence of particles without instance objects also affects other particles when using specific nodes. For example, when using the `index` output of the `Particle Info Node` to compute a texture coordinate for each particle used to compute individual colors for the particles produced strange results.\n\nHere a working example for 120 x 120 particles (as reference)\n\n![image.png](image.png)\n\nAnd here a non-working example for 200 x 200 particles (zoomed on the bottom-right corner)\n\n![image.png](image.png)\n\nSide note: In all the examples, the particles are there, but the instance object representation is missing.\n\n\nExecute the following Python script within Blender's text editor. Or, when using Jacques Lucke's VSCode Plugin: execute the script (again) when Blender is already opened (since it does not work with a restricted context)\n\n[particle_sys.py](particle_sys.py)\n\nBlend file with the an incorrect particle system\n\n[particle_sys.blend](particle_sys.blend)\n", "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", "Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n", "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." ]
[ "Artefact on vertex instanced collection in viewport not in Render\nHello,\nFirst sorry. It's difficult to explain when not in natural language ...\n\nOperating system: Win10 Pro - 12GoRAM - i5\nGraphics card: GeForce GTX 660Ti\n\nBroken: (2.80, 2.81)\n\n\nIn viewport, there's an instanced collection at the origin of the object used as vertex Ref.\n\n![Screen1.jpg](Screen1.jpg)\n\nCreate a collection \"LIGHTS\" with a half sphere and a point light at center.\nCreate an OBJ \"cadre à lampes\" rectangle with vertex around.\nAdd Instance to scene of LIGHTS collection\nMAKE \"cadre à lampes\" Parent of LIGHTS Instance\nSELECT Verts in Instancing of \"cadre à lampes\" OBJ\nWhen Render we don't have the light in the Center of \"cadre à lampes\" OBJ but we can see a light in viewport !!\n\n![Screen2.jpg](Screen2.jpg) ![Screen3.jpg](Screen3.jpg)\n\n[TEST.blend](TEST.blend)\n\nThanks for all.", "Instanced Metaballs not rendering but showing up in Viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro [P2000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71\n\nBroken: version: 2.81 (sub 10)\nWorked: (optional)\n\nI can't seem to get Verts- or Faces-Instanced metaballs to render, but they show up nicely in the viewport. This behaviour can be observed with Eevee and Cycles.\n\n\nIn a fresh standard Blender scene create a metaball mesh, parent that to the standard cube and activate Verts or Faces Instancing in the context menu of the cube. Now render and (I) get a blank screen.\n[metaball_rendering.blend](metaball_rendering.blend)\n\n", "Metaball dupliverts not rendered in Eevee\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 690/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 353.62\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nDupliverted Metaballs appear correctly in EEVEE view port, but don't show in renders.\n\nAdd a Plane and subdivide it so that it has enough grids and verts/\nAdd a Metaball\nParent the Metaball to the Plane (Make the Metaball as a child object of the Plane).\nActivate dupliverts of the Plane by clicking \"Verts\" in the instancing section in the Object Tab.\nVerify the look of the dupliverted Metaballs in EEVEE.\nTry to render the image with EEVEE engine.[DuplivertedMetaballRenderingError.blend](DuplivertedMetaballRenderingError.blend)\n\n\n", "Problem with viewing metaballs in group instance even though it is assigned to that group\nOperating system: Windows 10\nGraphics card: AMD FirePro SDI (0x6861)\n\nBroken: 2.79 and 2.8\n\nI created a particle system, with metaballs as my object. I then added this particle system and a few other objects to a group. When I add a new instance of that group, the metaballs are not visible in the instance. I am still able to replicate this issue without the particle system as a factor. \n\n\nSteps\n- Add metaball to scene\n- Assign to a group\n- Create a group instance of that group\n- You will notice that you can not view the metaball\n\n\n\n\n\n\n\n\n" ]
Auto keyframe icon not update highlight icon in UI when press a shotcut key Operating system: Windows 11 Graphics card: RTX3070 Desktop Broken: 3.20 2022-06-08 e05e1e369187 When apply a shotcut to auto keyframe, then press the shotcut, the auto keyframe icon not highlight in UI.
[ "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![blender_P8iL34hHP5.gif](attachment)\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![blender_1BLZdnl1nw.gif](attachment)\n\n", "Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n", "Drawing of pose markers does not take NLA time mapping into account\nOperating system: Linux-5.11.0-49-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.2.0 Alpha, branch: `master`, hash: `d6e7241237`\nWorked: don't think it ever workerd\n\nShifting an Action on the NLA, then going into tweak mode to edit it, shows the keyframes shifted in the animation editors. The action's pose markers are still in their absolute position.\n\n![image.png](image.png)\n\nThe pose markers should align with the 2nd, 3rd, and 4th keyframe.\n\n- Open the attached file, look at the pose markers.\n- Drag the action in the NLA editor, and see the keys moving while the pose markers stay put.\n\n[[D14176](D14176)-select-markers.blend](https://archive.blender.org/developer/F13001132/D14176-select-markers.blend)\n\n**Context & Relevance**\n\nThese \"pose\" markers originated from the old, now obsolete, pose library. However, regardless of the status of that library, I've heard the desire to have Action-scoped markers (so independent of scene time), and the pose markers would fit that need quite well. The only thing that has to be done to make this a reality is a rename (from \"pose marker\" to \"action marker\") and some UI cleanup. Fixing this bug is a good start.\n\nMarked as low-prio because the new purpose for pose markers isn't that official yet.\n\n**Note:** Be sure to test the `marker.select_leftright` operator as well (f1ae6952a8) after addressing this issue.\n", "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)", "Select Circle doesn't apply changes to radius while running back to active tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf i change radius with LMB+MScroll, it resets to initial after LMB release\n[2020-03-02_21-20-49.mp4](2020-03-02_21-20-49.mp4)\nIf it is by design, I can`t find hotkeys to change circle radius permanently.\nI am trying to replace C-selection with this tool in my pipeline because it allow to rotate around object.\nFor me mass selection looks like this: take big brush, select big mass, change brush to smaller one, correct selection, zoom in and manually select/deselect certain faces/points. So I don`t see the point to have temporary radius for 1 stroke.\n\nI asked few skillfull guys. They still use C-selection, because it keep it`s radius.", "Theme: Color of icons\nBroken: 4.0\n\nI'm creating a minimalist theme, but there seems to be a lack of consistency in the rules regarding icon color settings.\nI feel this is probably rooted in the fact that we don't have a clear concept regarding the relationship between icons and text.\nI think there are two ways to think about this.\nA: An icon is a visual expression, and color is an important element in forming that icon.\nB: Icons are a type of text and should be treated like text.\n\nIn fact, as shown in the attachment, there is a mix of areas where the icon color can be changed by status, such as \"selected\" from the theme edit screen, and areas where it cannot.\nThere is a mix of areas where this is not the case.\nThese should be consistent.\n\nIn my opinion, there should be a Boolean parameter to switch between the A and B states above. In other words, if state B is enabled, the icon color settings will be synchronized with the text,\nIn state A, the color of the icon will continue to be kept, independent of the color of the text.\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? ", "VSE: Frame Overlay incorrectly applies Transform to reference frame, ignores keyframes\nOperating system: Ubuntu 20.04.2\nGraphics card: AMD® Verde\n\nBroken: 2.93.3\nWorked: don't know\n\nWhile Frame Overlay is active and set to \"Reference\" or \"Rectange\", the video sequencer applies transformations to the reference frame even when that frame has a different transformation keyframed. The expected behaviour is that the reference frame looks exactly as it does when that particular frame is active.\n\n - Open attached file [vseoverlaytransform.blend](vseoverlaytransform.blend)\n - Note that Frame Overlay is active and Overlay Type set to \"Reference\"\n - Alter the Rotation parametre of the text strip\n - Note that the displayed frame transforms as you change the value\n - Disable Frame Overlay and jump to the first frame\n - Note that the transformation parametre has a keyframe at 0 deg, but the displayed text is still rotated\n - Press Ctrl-R (Refresh All) and note that the text jumps back into its unrotated state\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.", "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "Highlighting active area (design task)\nThis design tasks was created in response to [D5047: UI: Dim Text Editor Caret and Selections When Inactive](D5047). \n\n----\n\nCurrently the active area isn't always as obvious as it could be, while the header changes color, little else changes.\n\nSome possible solutions:\n\n- Increase the header contrast.\n\n *Some headers are transparent, so adjusting menu background or similar might be needed instead.*\n- Highlight the border around the area.\n\n- Change the background color of the area.\n\n *In some cases this wont work well, for text-editor, Python-console or outliner it could work, for image or 3D view, we can't always do this.*\n\n- Change the color of the content (highlight gizmos, cursor, change selection color... etc),\n\n```\nD5047 does this for the text editor. \n```\n\n *Relies on there being a selection to see the change, may cause flicker effect since Blender users sloppy focus.*", "Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n", "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", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "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." ]
[ "After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n![image.png](image.png)" ]
Armature Symmetrize support for 'connected' bones Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31 Broken: version: 2.83 (sub 4) ![SymmetrizeParentBug.jpg](SymmetrizeParentBug.jpg) Symmetrize operator automatically disconnects bone parenting for "Bone.L" if "Bone.R" was connected to a non-mirror-bone, for example "Bone_root". I assume its intended to force the Bone to the other side. But in a case where the parent bones end / root of the connected bone is exactly at 0 on the X-axes, it might be relevant to preserve the connection, as you can see in the picture. [SymmetrizeParentBug.blend](SymmetrizeParentBug.blend)
[ "Mirror Paste for pose bones also copies custom properties\nBroken: 2.80, 02581a7ef819\n\nI'm making a rig where I store some custom properties in my face bones which I make use of with a script.\n\nWhen using Ctrl+C to copy a pose, then Ctrl+Shift+V to Mirror-Paste, the values of the custom properties of the copied pose bone(s) get pasted into the opposite bone **if** said opposite bone had custom properties with the same name.\n\n[mirror_paste_pastes_custom_props.blend](mirror_paste_pastes_custom_props.blend)\n- Download attached blend\n- Note that left_bone has a property called \"prop\" and its value is the string \"left bone's info\"\n- Note that right_bone has a property called \"prop\" and its value is the string \"right bone's info\"\n- press Ctrl+C then Ctrl+Shift+V\n- right_bone['prop'] now reads \"left bone's info\".\n\nOne might argue that this is an intended feature, but then the operator should be called \"Copy Pose and Properties\" not \"Copy Pose\"! :P (Realistically, \"Copy Properties\" could be added into the Copy Attributes addon.)\n\n**Workarounds**\nThe bone-specific custom properties can be stored in the edit_bones but this is problematic since edit_bones can only be accessed when the skeleton is in edit mode.\nAlternatively, the custom properties names can be pre/suffixed with the bone's name, which is ofc pretty redundant, but it prevents the bug since the property names will no longer match.", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n", "Parenting breaks extract operations in sculpt mode\nOperating system: Linux-5.4.0-77-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 3.0.0 Alpha\n\nIf an object is parented to another it will not take the position of the parent into account when extracting geometry from sculpt mode.\nFor example I can parent the object to an empty and move the empty. As a result the empty will have translation values but the main object does not. \nIf I now mask off some of the surface and use \"Mask Extract\" or \"Mask Slice to New Object\" it will only use the relative position of the object in relation to its parent instead of the actual position in the Scene and position the extracted geometry in the wrong location.\nIn the case of mask extract this will completely break since it will try to shrinkwrap the extracted geoemtry back onto the original object but from the wrong location. \n\n[2021-07-02 15-44-32.mp4](2021-07-02_15-44-32.mp4)\n\n", "Connected Proportional Editing cuts of in special case\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: ?\n\nWhile creating the ladder as attached, connected proportional editing seems to be stopped at certain points. It deforms the points near it, but as soon as it gets around one hole it does not propagate any further. This issue only appear with this indice order of the mesh.\n\n![Screenshot_20220221_120646.png](Screenshot_20220221_120646.png)\n\n[connecteddeformbug.blend](connecteddeformbug.blend)\nTo prove that it is not a corrupted mesh, here is how to create it: (follow the steps exactly, otherwise it might not work)\n1. Create a plane object and tab into editmode\n2. Scale the plane 0.3 along the X-axis\n3. Add 3 loop cuts simultaneously to make almost squares (so there are 3 new edges pointing along the x axis)\n4. select everything and inset individual faces by 0.1.\n5. delete the interior faces (all at once) to get a ladder-like geometry\n6. try moving the long internal edges on the -Y side of the mesh.", "Bendy Bone Parameters excluded from \"In-Betweens\" and \"Action Constraints\"\nSystem Information\nOperating system: Win 10 Home\nGraphics card: Nvidia 960M\n\nBlender Version\nBroken: (2.80, 2.81)\n\n\nCurrently the \"In-Betweens\" and \"Action Constraints\" functions within blender do not take the \"Bendy Bone\" parameters into consideration with keyframes\n\nThe timeline, however does take the parameters into consideration with keyframes. The image and file below show the results. \n\nThe keyframing setting used was the \"whole character\" selection which includes the bendy bone parameters.\n\n\n - Steps to re creating this problem below---\n\n1. Create a bendy bone\n2. Select the (stretch -to) middle bone in the bendy bone\n3. On frame 1 keyframe the bendy bone using Whole character (selected bones only)\n4. Notice that all of the bendy bone properties except the “scale in x”, “Scale in y”, “Scale out x”, “scale out y” don’t get highlighted? (Be sure to click “animate property” on ALL of the scaling options too).\n5. Manipulate every parameter in the “Bendy Bone” section.\n6. Scrub the “timeline” between the two frames. Notice that all of the parameters for the bones will change from maximum to minimum?\n7. Move to your final frame, and select the “in-betweens” function from the pose menu.\n8. Click your task bar below to make the menu stay open, as shown in the attached image.\n9. Scrub the in-betweens bar from 0 to 1 and notice that (None) of the bendy bone parameters are taken into consideration.\n\nThis problem also persists if you attempt to use an action constraint as well!\n\nTakeaways:\n\nThe Bendy bone properties of the stretch-to bone inside Bendy bones cannot be animated with Action constraints, or altered by the “in-betweens” function in Blender. I have also tried the same test in Blender 2.81 as well.\n\n**Addition as of 11/21/2019: Action Constraints in Blender 2.81 (don't work at all anymore it seems). So you may not even get to reproduce the issue unless you specifically use Blender 2.8**\n\n\n\n![stretch_to.jpg](stretch_to.jpg)\n[bbones2.blend](bbones2.blend)", "Push/Relax/Breakdown pose operators may flip rotation of quaternion bones\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 2.93.8\n\nPush/Relax/Breakdown pose operators may flip rotation of quaternion bones\nWhen the animation plays, this bone suddenly rotates unnaturally.\n\n - Open the attached blend file\n - Use Push/Relax/Breakdown to the bone and set a keyframe.\n - Check the bone animation.\n[flip_when_use_breakdown.blend](flip_when_use_breakdown.blend)", "'Transformation' constraint property between two objects does not work if the \"Target\" object is being evaluated in \"Local\" space\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1000\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nWhen adding the \"Transformation\" constraint property between two objects, If the \"Target\" object is being evaluated in the \"Local\" space, only the location -> rotation combination will have any results.\nAlso, in this case, for the rotation-> rotation combination to have any effect, it is necessary to add a parent object to the \"Target\".\n[Rec 0004.mp4](Rec_0004.mp4)\n[Rec 0003.mp4](Rec_0003.mp4)\n\n- Open attached file\n- With the object named \"Cube.001\" selected, Change the constraint \"Map From\" to rotation\n- Select the object named \"Cube\" (i is the Target)\n- Rotate the object\nNothing happens. The object must have a parent.\n[Transformation_constraint_bug_simplified_file.blend](Transformation_constraint_bug_simplified_file.blend)\n\n", "Bones constraints problems (IK > Copy Transforms > Damped Track)\nOperating system: Linux-6.4.3-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nIf there's a chain of bones (let's call it \"A\") that have an IK mechanism... and there's another chain of bones (\"B\") with \"Copy Transforms\" constraints to copy each of the \"A\" bones... and the \"B\" chain of bones also have a series of \"Damped Track\" constraints... **these Damped Track constraints seem to be evaluated even if their influence is at 0 and the constraint is turned off!**\n\n(The problem magically disappears if we remove the IK constraint in the chain A)\n\nIdeally, the Damped Track constraints in chain \"B\" should decrease it's effect as the influence parameter approaches 0... Even if chain \"A\" has an IK setup.\n\nToo complex to explain here. I attached a file with the setup:\n\nBone layer 1: Chain \"A\" with the IK constraint.\nBone layer 2: Chain \"B\" with the Copy Transforms and the Damped Track constraints.\nBone layer 3: Root bone and Chain \"A\" (IK) controller.\n\n(The Root bone has a \"swing\" animation to easily show the problem).", "Expose symmetry options for operators that use them in weight paint\nCurrently there are quite a few weight paint operators that use the symmetry/mirror setting under the hood.\n\nThis is great, but we should expose this in the operator settings so that is might be easier for the user to realize that the mirror/symmetry options also influence operators if they are on.\n\nThe new exposed operator settings should use the current symmetry options from the mesh/object.\nBut the user can then see and set the symmetry value manually in the operator if they wish.\nThis can be used to create custom shortcuts/key binds that always has symmetry on or off.\n\nThe operators use `ME_SYMMETRY_X` or `ME_EDIT_VERTEX_GROUPS_X_SYMMETRY` and are in `source/blender/editors/object/object_vgroup.c` and `blender/editors/sculpt_paint/paint_vertex_weight_ops.c`.", "Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks.", "Grease Pencil Proportional Edit \"Connected Only\" fails to delimit unconnected strokes if they are selected\nVersion 2.80 rc3 (Linux 54)\n\n[GP_proportional_edit_bug.blend](GP_proportional_edit_bug.blend)\n\nHow to reproduce:\n\n - Open attached file, remain in edit mode.\n - Note the proportional edit settings and selected stroke vertices.\n # Move around the whole blue stroke, along with one vertex at the tip of the black stroke.\n\nObserve how the black stroke is affected by the selected vertices of the blue stroke, even though the two strokes are not connected and are on different layers. This is not the expected behavior of the \"Connected Only\" setting. The strokes should only be affected by their own vertices, but as long as any vertex of either stroke is selected, they will affect each other as though the \"Connected Only\" setting is ignored!", "GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n", "Mesh support mirror (symmetry) on all axes\nCurrently symmetry is hard coded to X axis in many places.\n\nSymmetry on any other axis isn't possible, this task proposes to support symmetry on all 3 axis.\n\nThis impacts:\n\n- Transform\n- Weight Pain (see #65872 for why sculpt symmetry isn't appropriate).\n- Edit mode smooth.\n- Particle editing.\n- Armature/Rigging (need to look into this)\n", "Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)" ]
[ "Mirroring armature and symmetrizing acts weird\nOperating system: MacOS Mojave 10.14.5\nGraphics card: Intel HD 6000\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen mirroring armature bones along X Global, it mirrors instead in X Local (as seen on screenshot).\nSymmetrizing bones works, but it:\n1) Create duplicates of original (not duplicated/symmetrized) bones.\n2) Brokes actions (they go to symmetrized bones and actions are also broken)\n3) Adding .000 to the symmetrized names (with added R or L), although it shouldn't (because they named properly -- R or L)\n\nFor mirroring:\n1) Open .blend (bones are already selected and named properly -- L names on left side)\n2) Duplicate already selected bones\n3) Go to Armature -- Mirror -- x global\n4) Result on screenshot\n\nFor symmetrizing:\n1) Open .blend (bones are already selected and named properly -- L names on left side)\n2) Duplicate already selected bones\n3) Go to Armature -- Symmetrize\n4) Go to Pose mode\n5) See how original bones is duplicated, actions is broken and .000 (.001,.002) added to names on Right side{[F7602297](Symmetrized_and_broken.png)}\n\n![Mirroring x global.png](Mirroring_x_global.png)\n\n[Persifires rig stage 5.blend](Persifires_rig_stage_5.blend)" ]
Image Editor operator popup overlaps with info bar Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35 Broken: version: 2.80 (sub 71) Image Editor operator popup shows on top of the pixel information bar. - Switch area from 3D View to Image Editor. - Open image. # Press right click on the image. You will see that Open Image operator popup obstructs the view of the info bar. [2019-05-23_20-43-35.mp4](2019-05-23_20-43-35.mp4)
[ "Menu Editor for Quick Favorites\nCurrently users can only manage menu items in the quick-favorites menu by adding/removing items.\n\nThis task proposes to: \n\n- Create a generic menu editor in the user preferences.\n\n - Add/remove menu items\n - Re-ordering menu items.\n - Operators options should be able to be changed or unset - as we have with the keymap editor.\n\n**Implementation**\n\n- This could share UI code with the keymap editor for adjusting operator settings, since internally they are very similar.\n- We may support multiple kinds of menus, besides \"Quick Favorites\", internally there is support for this. Even if this isn't exposed to users initially.\n\n```\nThis would be useful for declaring user defined toolbars for example.\n```\n\n**User Interface**\nHere's how the UI could be organized: \n\n{[F8282863](Screenshot_2020-01-17_at_11.08.58.png), size=full}", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "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", "Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "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", "Bevel gizmo is hidden when disabling Active Object gizmos\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.91.0 Alpha\nWorked: N/A\n\nThe bevel gizmo is hidden when disabling Active Object gizmos, even though the bevel gizmo is an *active tool* gizmo\n\n\n - Enter Edit Mode\n - Switch to the Bevel tool by clicking on the Bevel icon in the toolbar\n - Go to the Gizmos popover and disable Active Object gizmos\n - The Bevel gizmo disappears\n\n\n\n\n\n", "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "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)", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "Reports & Warnings UI\n\n\nIn Blender, we want to improve how the app communicates to the user, for things like warnings, info, reports and progress bars.\n\nWe already have several separate systems for this:\n\n - We have a message popup in the status bar\n![Screenshot 2019-08-09 at 11.25.51.png](Screenshot_2019-08-09_at_11.25.51.png)\n\n- We also have a separate 'Info' editor\n![Screenshot 2019-08-09 at 11.26.31.png](Screenshot_2019-08-09_at_11.26.31.png)\n\nWe can make this nicer by tying things together more. Here's how.\n\n\n## Info editor improvements\n\nFirst, we need to add support for displaying messages, warnings and errors inside the Info Editor. We can do this by adding a switch at the top:\n\n{[F7655925](Screenshot_2019-08-09_at_11.33.10.png), size=full}\n\nWhen set to Messages, you'll see a list of messages and reports over time.\n\nCurrently we have two categories of messages: errors and info, but we can add a third:\n![Screenshot 2019-08-09 at 11.29.03.png](Screenshot_2019-08-09_at_11.29.03.png)\n\nThis makes it clearer to the user if a message is positive (success), neutral (information) or negative (error):\n![Screenshot 2019-08-09 at 11.29.50.png](Screenshot_2019-08-09_at_11.29.50.png)\n\nEach message type has an associated color. In the Info Editor Filter popover we could filter by type.\n\n![Screenshot 2019-08-09 at 11.32.29.png](Screenshot_2019-08-09_at_11.32.29.png)\n\n**Readability**\nThe current Info Editor is impossibly difficult to read, visually. Everything is unseparated with text-wrap. The contents just become a wall of text that is very hard to read:\n![Screenshot 2019-12-31 at 12.26.13.png](Screenshot_2019-12-31_at_12.26.13.png)\n\n[D6491](D6491) already implements some large benefits to readability by separating each notification and adding a header icon: {[F8253216](InfoEditor4.png), size=full}\n\nWe can do even more, by using progressive disclosure to let users open or close notifications, like so:\n{[F8253348](Screenshot_2019-12-31_at_12.24.31.png), size=full}\n\n## Status Bar\nWe can make a few improvements to the Status Bar also:\n\n**Click on message to open Info Editor window**\n![Screenshot 2019-08-09 at 11.25.24.png](Screenshot_2019-08-09_at_11.25.24.png)\nBy clicking on the message or warning, you could be taken to the Info Editor. Simplest way is to spawn it as a new window.\n\n**Persistent error symbol**\n![Screenshot 2019-08-09 at 11.33.54.png](Screenshot_2019-08-09_at_11.33.54.png)\nIf an error is unresolved, we can keep an error symbol in the Status Bar, so that the user knows the error still lingers.\n\n\n**Remove file info from Status Bar**\n\nCurrently there isn't much space to display full info messages and warnings in the Status Bar, because the file info is in the way.\n\nWe have received many requests to move the file info elsewhere:\n\n![Screenshot 2019-08-09 at 11.36.26.png](Screenshot_2019-08-09_at_11.36.26.png)\n\nIn a vertical list, there would be a lot more space to communicate this kind of information, and we could add a lot more. This could be moved to the viewport, or in a Stats panel in the Scene Properties, for example.\n\nWith this out of the way, we have a lot more room for nicer messages and warnings.\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![1.gif](1.gif)", "editor's type pop up shows the wrong shortcut!\nOperating system: Linux-6.4.14-x64v2-xanmod1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.3.9 Amber\n\nBroken: version: 3.6.2\nWorked:\n\nwhen hover the mouse over the editor's type, it shows the name, description and the shortcut, but the shortcut shown is the same for every editor (Shift F1).\n\n\n1. new scene.\n1. put the mouse under the editors type (without clicking) as if want to change it.\n1. read the popup.\n\n![bug.png](attachment)\n\n", "UI: Search box flickering\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0, 2.93.5, 2.79b\n\nThe menu items of the search box flicker when the cursor moves between the items.\n\nMove the cursor slowly between the search menu items.\n\n[searchbox-flicker.mov](searchbox-flicker.mov)\n\n[searchbox-flicker-zoom.mov](searchbox-flicker-zoom.mov)", "Python Operator.report does not show in status bar when overriding context\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.2.0 Alpha\nAlso broken all the way back to 2.79.\n\nAn operator's `report()` call does not show a message in the status bar or info editor when the operator is not invoked by the user. This is expected.\nHowever, overriding the execution context to `'INVOKE_DEFAULT'` or even a specific area does not make it work either. This part seems like a bug.\n\n**Simple reproduction file**\n[no_reports.blend](no_reports.blend)\n- Run the script and notice Warning reports in the stdout but not in the status bar\n- Same when saving the .blend file\n- As expected, running the operator manually (F3 search) works as intended\n - Alternatively, modify the `invoke` function to require user input (such as via `context.window_manager.invoke_confirm`), then the timer/save handler calls also work\n- The override_context makes no difference here\n\n**Reproducing from a blank startup file**\n- Create an operator that calls `self.report` on execute\n- Call the operator from e.g. a timer or application handler\n- Even when overriding the context, the report only shows in stdout, but not in the user interface\n\n", "NLA: Fix Dragging Strips\nNOTE: test the patches for Solution1 temp-[D10103](https://archive.blender.org/developer/D10103)-nla_support_strip_overlap_during_transform/temp-[D10103](D10103)-nla_support_strip_overlap_during_transform-blender-2.92.0-5065c0e6d5bc-windows64.zip\n\nThis is no longer true, we would rather remove them and improve the interaction with HOLD type ****Update design since transition strips should be kept.****\nTodo: Add concrete examples where transitions are useful in the ideal case (where strips animate through the transition).\n___\nReport: #82195 (NLA tracks won't pass through actions or locked tracks)\n\n**Summary:** The ideal solution is to get rid of transition strip types. They're useless. Let strips overlap. When they do, they get blended in order like an upper strip. Then we don't have to restrict movement.\n\n___\n\nBehavior can be found in: (transform_convert_nla.c) *recalcData_nla()*\n**Problem**: The core intent of the function is to prevent moved strips from overlapping other strips. The restriction is reasonable since NLA evaluation is undefined in this case. However, the implementation prevents the ability to move a strip to its destination even if it wouldn't result in overlap. \n\nWhen moving strips:\n* You cannot move a strip through a locked track, even if not the intended final destination.\n![locked track.gif](locked_track.gif)\n* You cannot move a strip past another in the same track, even if the intended final destination would not result in overlap.\n![same_track.gif](same_track.gif)\n* You cannot move a strip into through or into a track if doing so results in overlap. \n![corner.gif](corner.gif)\n* Vertically moving strips, when there are no more nla tracks, leads to strips being vertically compressed. This breaks the animation when strip extrapolation is important.\n![D10103_vshuffle_autoGrow_nonpatchEx.gif](D10103_vshuffle_autoGrow_nonpatchEx.gif)\n___\n**Solution1:** (Simpler solution) We only apply the restriction on the final strip location. If the strip cannot be placed without overlap, then we either cancel the move operation (not ideal) or notify the user (show the strip as red?) without cancelling.\n\n[D10101: Cleanup: Nla: Refactor nla.c functions](D10101) (independent patch) Does a little bit of refactoring which [D10103](D10103) relies on.\n[D10102: NLA: Strip Post-transform Horizontal Shuffle](D10102) (independent patch) Adds support for horizontal shuffling so users can horizontally drag strips past eachother.\n[D10103: NLA: Strip Post-transform Vertical Shuffle and Auto-Grow Track List](D10103) (depends on prior patches) Adds support for vertical shuffling so users can vertically drag strips into a new track even if it results in overlap or the user moves the strip into a locked track.\n\nPatches have been made for this solution since it's simpler and faster to implement. Overlap support can still be worked on but is a lower priority and still has design problems to figure out.\n___\n**Solution2:** (Ideal solution, but would take longer to implement) We change NLA evaluation to work properly when strips overlap. Then we can completely remove the restriction and let the animator freely move strips. \n \n**Patch1: Completely remove transition types**\nWe can simplify NLA evaluation here a bit. NLA transitions are problematic and ineffective. *Transition strip types should be completely removed.* They do a lerp between the previous strip's last pose and next strip's first pose. Generally in animation, lerping 2 poses is a problem you fix, not something you ever want. Support-wise, transitions are a bit broken anyways (see [D9711](D9711) and [D9713](D9713))\n\n**Patch2: Implement new behavior when strips overlap**\nInstead of an explicit transition strip type, we'll let action and meta strips support a new transition behavior. When two strips overlap, we simply blend the next strip as if it was an upper strip. That's the core idea. \"Transitioning\" strips of the same track would used for convenience and organization. This would simplify the keyframe remapping math. In [D8296](D8296), I couldn't figure out the math to properly invert through transitions between a Quaternion Combine strip and a Quaternion Replace (or any non-Combine) strip. With the new behavior, keyframing through transitions is simplified to inverting through any other strip. \n\n**Patch3: Re-add support for holding poses through the transition**\nThough, as is, both strips are always animated through the transition. We don't have the ability to hold one strip's boundary pose while the other animates through the transition. I propose a few new strip properties: `hold_left_duration` (unit: scene frame), `hold_right_duration`. The influence over these regions can be automatically calculated when strips overlap. Or they can be keyed into shape using the existing influence fcurve. As an example of these new properties, we'll have two strips that only overlap over this held duration. \n*Note. I'm having second thoughts on the properties. Yes, there should be support for holding poses through the transition. But the problem is how these properties are anchored relative to the strip bounds and what's most convenient. I want to avoid problems like the ones we already have with nla strip frame_start/end being tightly related to the action clips frame_start/end, scale and repeat values. This leads to unintuitive strip frame_start/end changes.*\n\n**Patch4: Finally loosen strip dragging logic (only relies on patch2)**\nWe can completely remove the dragging restriction and let the animator freely move and overlap strips.\n \n___\n![image.png](image.png)\n(Pretend the two strips are in the same row/track. I did not draw them that way because I'm not sure how the UI should look. This also isn't a suggestion for how the UI should render)\n\nThis results in *nearly*the same result as old Transition clips. Only *nearly*, because the old implementation would first blend the prev strip with the lower NLA stack, then blend the next strip with the lower NLA stack, then lerp the two. The new behavior holds the previous strip's last pose over the light green area. The next strip's first pose is held over the pink area. The influence of the next strip increases linearly. \n___\n![image.png](image.png)\nThis holds the previous strip's last pose. The next strip animates as it's blended.\n___\n\n![image.png](image.png)\nAnother possibility.\n___\n![image.png](image.png)\n**Problematic UI case**: I'm not sure what the proper UI should look like when one strip completely overlaps. The animator can always just move the strip out above as a work around. Logically, it would evaluate fine. It would just be a UI issue. What if N strips overlap? It still all works out. We blend the strips in the order of their start frame. What if all strips are on the same start frame? That case won't be properly supported and considered undefined (as in we won't fix it). The animator can and should fix it themselves. \n__\n\n**Alternative WorkAround:** Add operators that can be used as workarounds.\n* ([RCS]())Send strip to the end of the active strip or track, with options to handle overlap properly. \n\n___\nPatches:\n\n**(Abandoned)Patch set 1: Removal of transitions** \n*Note: I'm not sure how file versioning should be handled? I haven't removed the strip type NLASTRIP_TYPE_TRANSITION yet. I'm not sure if the enum should remain so it can be used for file versioning to either delete transitions or convert them to the new behavior (after Patch set 3).*\n[D9702: Nla Transitions Obselete: remove ui icon](D9702)\n[D9703: Nla Transitions Obselete: Nla Stack no longer evaluates Transitions](D9703)\n[D9704: Nla Transitions Obselete: Remove Operator Add Transition](D9704) \n[D9705: Nla Transitions Obselete: Remove themed drawing](D9705) \n[D9706: Nla Transitions Obselete: Remove default naming case](D9706) \n[D9707: Nla Transitions Obselete: Special case for adjacent strip deletion](D9707) \n[D9708: Nla Transitions Obselete: Adjacent strip overlap resolution](D9708) \n[D9709: Nla Transitions Obselete: nlastrip_get_frame()](D9709) \n[D9710: Nla Transitions Obselete: RNA strip frame_start/end set functions](D9710) \n[D9711: Nla Transitions Obselete: Transform, redundant check](D9711) \n[D9712: Nla Transitions Obselete: Transform, Cancelling](D9712) \n[D9713: Nla Transitions Obselete: Transform, broken strip exceed resolution](D9713) \n[D9714: Nla Transitions Obselete: Loose comments](D9714)\n**Abandon Reason:** I misunderstood why transitions were limited. Yes, their current implementation only supports single pose transitions. But they would be more useful if the strips animated through the transition. Alexander Gavrilov suggested we keep transitions for their branched evaluation behavior.\n" ]
[ "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)" ]
Viewport background black when switching shading - layout workspaces Operating system: Mac OS 12.1 Graphics card: M1 Broken: 3.1 Worked: 3.0 Viewport background set to black when switching between shading and layout or previous workspaces if viewport shading is Solid. No way to change or restore it. Only in solid or wireframe shading.
[ "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", "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", "Workbench Shadow Improvement\n### Respect World Space Lighting option\nCurrently, the shadow is always in world space. Use view space orientation when matcaps is used or when studio lights use view space orientation.\n\n### Follow the brightest light\nCurrently, the shadow is not following any of the lights direction in the studio lighting config. Selecting the most bright light seems like a good default. Otherwise, we can add a flag in the studio-lights to tag which one the shadow should follow.\nA toggle option to force the use of the custom shadow direction should be added (disabled by default in new files, enabled in older files).\n\n\n### Follow the matcap\nWhen matcap brightest spot can be extracted, we should make the shadow follow this direction.\n\n", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Support previewing geometry in the viewport\n", "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n", "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![Blender workspaces bug.png](Blender_workspaces_bug.png)\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", "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", "Missing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nMissing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\n\n- set viewport shading to `Material Preview`\n- Select cube\n- go to sculpt mode\n- select paint tool\n- open canvas menu\n![изображение.png](изображение.png)\n- create new material slot texture with a certain color\n- result: \"Compiling Shaders 1\" in the viewport statistics top left, but this never finishes, update (incl. seeing the actual texture on the cube) only takes place after interaction with the viewport (rotating, zooming, doing an actual paint stroke)\n\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "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", "Compositor: Viewport issues when zoomed in\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera is not fully in view.\n\n\n* Open this file: [zoomed_in.blend](attachment)\n* Notice that in the viewport the view is zoomed in inside the camera view.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the entire camera is in view:\n![image](attachment)\n\n" ]
[ "Layout and Shading\nOperating system: macOS-12.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.103\n\nBroken: version: 3.1.0 Alpha\n\nThere Layout tab then click Shading then back Layout mess up\n\nMacOS 12.2\nBlender 3.1.0\nThere Layout tab then click Shading then back Layout mess up\nSee youtube\nTxdB19dcTGY\n", "3DViewport is missing overlay.\nOperating system: macOS-12.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.101\n\nBroken: version: 3.1.0 Alpha\nlast version that worked: version: 3.1.0 Alpha, branch: master, commit date: 2022-01-16 23:26, hash: 34d424fd64\n\nNow blender opens up again after yesterday, but now 3dvieport shows no grid, selection... you just see the cube in a big empty.\nIn wireframe you'll see nothing, the other modes you'll see the cube but all without visuals like object type, gizmos...\n\n\n* Click on the top Workspace tabs for the Shader Editor\n* Change to Solid view\n* Bug will change entire viewport to black\n* If you return to the Layout Workspace the viewport will also be black.\n\nIt doesn't happen with builds built on MacOS 12\n", "All Viewports turn Black if turning of Viewport Shading in Shading Editor (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\nFollowing todays build to fix Blender crash when entering Shader Editor...\nWhen going to solid mode in the Shader Editor this will trigger all other viewports in all workspaces to turn black.\n\nUsing a pull down to change active windows in the Layout workspace to a Shader editor will NOT trigger the black viewport.\n\nOpen Blender \nGo to Viewport Shader \nChange to Solid Mode\nViewport in all workspaces turn black\n\n" ]
Mesh turns black in Edit mode when Opensubdiv and 'adjust edit cage to modifier result' icon are both on Windows 7pro sp1 Geforce GTX 770 Blender-2.75.0-git.63265fd-AMD64 Blender-2.75.0-git.63265fd-AMD64 Mesh turns black in Edit mode, when Opensubdiv and 'adjust edit cage to modifier result' icon are both on
[ "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n![viewport_black_bg.png](viewport_black_bg.png)\n[black_bg.blend](black_bg.blend)\n\n\n", "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "Normal Map gets inverted in Edit mode\nOperating system: Linux-5.3.0-7642-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 13)\n\nFor some reason having material shading enabled and entering edit mode inverts the normal map.\n[2020-04-14 14-01-54.mp4](2020-04-14_14-01-54.mp4)\n\n1. Open the file [bug.blend](bug.blend)\n2. Enable Material Preview\n3. Switch between Edit mode and object mode\n\n", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "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.", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\n\n", "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", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "Meshes with the remesh modifier disappear when they are edited at the same time\n**System Information** :\nOperating system :Windows10, CPU:3950X\nDisplayCard: RTX4000\n\n **Blender version**: \nBlender:2.92\n\nWhen editing multiple objects in edit mode, if you edit more than one at the same time, some modifiers (such as remesh) cause the meshes to disappear.\n[2021-04-13 07-02-23.mp4](2021-04-13_07-02-23.mp4)\n\n- Open attached file\n- In edit mode select the face of an object\n- Scale (modifier updates correctly)\n- Deselect all and select the face of the other object\n- Scale (modifier updates correctly)\n- Select both faces\n- Scale (Meshes disappear)\n\n[UNTD_SIMPLIFIED.blend](UNTD_SIMPLIFIED.blend)\n\n---\n**Original description:**\n\nI added a lot of modifiers to these two objects.\n\nSelect one. Edit mode scale is fine. \n\nSelect two edit modes scale will disappear\n\nTest file : \n[UNTD.blend](UNTD.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![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n", "Mesh edit, Shift+V vertex slide adjustment produces unexpected result\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nInstead adjustment movement with slider i have broken shape:\n[2021-04-30_15-00-38.mp4](2021-04-30_15-00-38.mp4)\n\n" ]
[ "Incorrect smooth shading when used OpenSubdiv\nwin7 x64\n\nblender-2.75-8f45e11-win64\n\n![1.jpg](1.jpg)\n\n![1.jpg](1.jpg)\n\n", "OpenSubdiv incorrect shading and difficult selection\nWin7 64bit - Nvidia 570\n[system-info.txt](system-info.txt)\n\nBroken: hash b'c150645'\nWorked: never AFAIK\n\nMesh with OpenSubdiv enabled has incorrect smooth shading. Also it is difficult to select, both with Occlusion queries or not.\n\nOpen blend file, sphere on the right has OSD enabled:\n- has incorrect shading\n- it is nearly impossible to select within the red circle.\nThe sphere on the left without OSD is fine.\n\nExample image: ![OSD-crease-selection_bug.jpg](OSD-crease-selection_bug.jpg)\nBlend file: [OSD-crease-selection_bug.blend](OSD-crease-selection_bug.blend)" ]
Eevee showing wrong materials after opening in 2.81 Operating system: win10 Graphics card: 1080 Broken: 2.81, b043bef000e9 Worked: v2.80 eevee is using wrong materials on objects, these materials are in the Materials-stack but are assigned wrong.. cycles works fine - sometimes moving a object restores the "original" material left - materials are shown wrong after opening the scene right - materials are shown all right get an old textured blendfile - open it in 2.81 see ![materials.jpg](materials.jpg)
[ "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Mix/Add nodes breaks Eevee AO render pass if one socket is unfilled.\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.92.0, 2.93.0, 3.0 0efb627bbd\n\nIn Eevee, any material which contains an add shader node will be broken in the AO pass, if second socket is *invalid*, leaving the material either entirely black or white.\nThis is annoying if you're creating entirely black materials by leaving a socket empty.\n\n- Add a mesh, give it a material.\n- Put either an an add shader node or a mix node into the material somewhere, but only fill one of the input sockets\n- Enable AO with Eevee, and look at the AO render pass in render view. In 2.92, the object will be completely black, in 2.93 it will completely white.\n\n----------------\n- Render the scene with the file given.\n- For the second case, render by swapping the socket inputs of the \"Add Shader\" node.\n[T88779_mine.blend](T88779_mine.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\nAdditional example images.\n(2.93)\n[F10155389](image.png)\n[F10155391](image.png)\n\n(2.92)\n[F10155385](image.png)", "Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n![eevee_viewport_soft_shadows_problem.png](eevee_viewport_soft_shadows_problem.png)\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(", "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)", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\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", "Display as behaviour in rendered view inconsistent between Eevee and Cycles\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 4)\n\nWhen objects are set to display as wire or bounds, in the rendered view in eevee they are shown as wire or bounds respectively, but in Cycles they are fully rendered. \n\nFor any object, under object properties -> viewport display, set display as to \"bounds\" or \"wire\". Subsequently when the viewport is set to rendered view, the object is shown as bounds or wire in Eevee, but in Cycles the object is fully rendered. The Cycles way would be the preferred way in my opinion.", "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![ccc.png](ccc.png)\n\ni dont know is this because new ui design or not.\n\n\n", "Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Fill material act weird when two layers masks each other and one of them has Fill Holdout 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 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "Cycles: Cycles Alpha Representation is incorrect on some PNG files when loaded from disk compared to packed in the file\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken versions: \n3.3\n3.4\n3.5.0 Alpha\nWorked: 3.2\n\nA certain mix node setup that I found in the Spring demo file results in extremely bright outputs. I could only reproduce the issue in Blender 3.3 and higher. The issue isn't there in Blender 3.2 or lower. I could also only reproduce this issue in Cycles.\n\n![Bright Hand issue.png](Bright_Hand_issue.png)\n\n1. Download the attached .zip file, extract it, and open it. It's an extremely simplified version of the `Spring` demo file from the Blender foundation.\n2. Enter Cycles rendered viewport. Notice how the hand is really bright. This is caused by the output of the `mix node` found in the material `MAT_spring.hands` on the hands.\n3. Test the EEVEE rendered viewport. Notice the issue isn't there. Test Blender 3.2 or older and notice the issue isn't there.\n\n[Spring Bright Hand Issue.zip](Spring_Bright_Hand_Issue.zip)\n\nExtra note: If the image texture that's causing the issue is packed into the .blend file, and the file is re-opened, then the issue goes away.", "Solid mode in EEVEE looks pixelated (NEW)/ CYCLES in GPU 3D AMD driver problem (OLD KNOWN Problem)\n**Xeon E3 1230 V2 - 16Gb RAM**\nOperating system: Windows 10\nGraphics card: AMD RX 570 8Gb VRAM\n\n**Blender Version 2.92.0**\n\n\nI opened an old work of mine that I was mading on same 2.92.0 before. Today when I opened the solid mode as default and appears very pixelated and like matrix effect, as AMD error was giving in Cycles before... \nMaybe is AMD driver problem or materials render data. \nSome months ago was Cycles incompatibility. Cycles is still working only on CPU and now Eevee have problems in solid mode. \nI've tested in 2.83.5 version and worked. ![2 83 5 cycles .jpg](2_83_5_cycles_.jpg)\n\n![eevee 2 83 5 .jpg](eevee_2_83_5_.jpg)\nattached photos. In 2.92.0 isn't \n\n**Work in a project\nfews days later (about 20 days) open the archive and solid mode was pixelated ![Sem Título-gdf1.jpg](Sem_Título-gdf1.jpg) ![bug blender.jpg](bug_blender.jpg)\n\n[estilizada unir cabeca retopo.blend](estilizada_unir_cabeca_retopo.blend)\nBased on the default startup or an attached .blend file (as simple as possible).", "Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\n\n" ]
[ "Objects with multiple materials not showing up with Eevee.\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.130\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nObjects with multiple materials not showing up with Eevee.\nSeparate by material solves the problem.\n\nLoad the scene provided [Sculpt281Casque2BUG.blend](Sculpt281Casque2BUG.blend). \nEevee preview or render = Objects with multiple materials not rendered.\nEdit object, separate by material solves the problem.\nNo problem with cycles.\n", "eevee not showing multi material object properly when blend is loaded until mesh is updated\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\nBroken: version: 2.81 (sub 2)\nWorked: `4074ab361e`\n\nI have an object with 3 material slots and a different material on each slot. When the blend is loaded in SOLID shading mode, and you switch to lookdev or rendered mode with eevee being the rendered, the material of the last slot is shown covering the entire mesh, when in reality only a few polygons have that slots material index assigned. If you update the mesh, either by going manually into edit mode, or by running `obj.data.update()` the material's are updated and shown properly - until the blend is loaded again.\n\n[eevee_and_multi_material_objects.blend](eevee_and_multi_material_objects.blend)\n\n* load the blend file above\n - if you are loading it without UI, make sure you are in SOLID shading\n* switch to lookdev or rendered shading\n - note how the entire object is metallic\n* go into edit mode\n - note how the materials update and all three are now shown on different parts of the model\n\n", "opening a scene from 2.8 results in many of the materials not rendering.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 2)\nWorked: (optional)\n\nopening a scene from 2.8 results in many of the materials not rendering.\n\nopen a 2.8 scene which has multiple materials assigned to one mesh. The materials are still present in the materials panel, but to get them to show up you have to go into edit mode on each object and then use the material list to select faces and then click assign. Theh correct faces are selected when you click select, so I'm not sure why you would need to re-assign them again.\n", "Wrong materials shown\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 9)\nWorked: (optional)\n\n[Test4.blend](Test4.blend)\nObjects in a blend file made in 2.80 are shown with incorrect material in 2.81 (see above file) \n\nLoad above file made with Blender version: 2.80 (sub 75) in Blender 2.81 version as specified above and select \"Material Preview\" as Viewport shading. Wrong materials are shown. Then select all objects and and go into Edit mode and back to Object mode. Correct materials are now shown. \n\n", "Workbench wrong material ID on switching to Material color type\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n\nIf you save file in Single color, then open it and switch to Material color, objects appear with single material. To see all materials you need to enter Edit mode.\n\n[bandicam 2019-08-25 11-57-03-359.mp4](bandicam_2019-08-25_11-57-03-359.mp4)\n\n\n1. Assign bunch of materials to a cube.\n2. Switch to Single color view.\n3. Save file.\n4. Open file.\n5. Switch to Material color.\n\n[eeveeMat.blend](eeveeMat.blend)\n" ]
ALSA unable to open slave Operating system: Linux-5.4.0-29-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: Mesa Intel(R) HD Graphics 530 (SKL GT2) Intel 4.6 (Core Profile) Mesa 20.0.4 (and NVidia GTX960M) Broken: version: 2.82 (sub 7) Worked: 2.81a No sound in VSE if browser or VLC are already play something. My OS is Kubuntu 20.04 (current) Starting Blender from terminal while browser or VLC plays anything shows: ALSA lib pcm_dmix.c:1089:(snd_pcm_dmix_open) unable to open slave AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': Device or resource busy If I run Blender first and play something in it and only then run browser and press play in Youtube, that video doesn't play. Then I close Blender and Youtube can play video. I downloaded and ran Blender 2.81a - it works fine
[ "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "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", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Blender 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 auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script", "Access violation when running multiple quick liquid bakes (Python API)\nOperating system: Windows 10\n\nBroken: 3.3 alpha, 3.3, 3.4 alpha, 3.4\nWorked: Not any recent releases\n\nSeems related to T98427 , but the fix for that issue did not fix this.\nAccess violation when running multiple quick liquid bakes\n\n```lines=18\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF9DE2B9224\nException Module : python310.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000008\n\n\nStack trace:\npython310.dll :0x00007FF9DE2B9220 PyDict_GetItem_KnownHash\npython310.dll :0x00007FF9DE2CF200 PyFrame_GetBack\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430270 PyRun_StringFlags\nblender.exe :0x00007FF64D0F4E60 MANTA::runPythonString\nblender.exe :0x00007FF64D0DAF70 MANTA::~MANTA\nblender.exe :0x00007FF64D0DB340 MANTA::`vector deleting destructor'\nblender.exe :0x00007FF6484EB4D0 BKE_fluid_modifier_freeDomain\nblender.exe :0x00007FF6484EB4A0 BKE_fluid_modifier_free\nblender.exe :0x00007FF648274A00 BKE_modifier_free_ex\nblender.exe :0x00007FF648488760 BKE_object_free_modifiers\nblender.exe :0x00007FF6484834A0 object_free_data\nblender.exe :0x00007FF6487EB890 blender::deg::deg_free_copy_on_write_datablock\nblender.exe :0x00007FF6487ECA40 blender::deg::IDNode::destroy\nblender.exe :0x00007FF6487E1F70 blender::deg::Depsgraph::clear_id_nodes\nblender.exe :0x00007FF6487E21E0 DEG_graph_free\nblender.exe :0x00007FF64D64FA80 BLI_ghash_free\nblender.exe :0x00007FF648450510 scene_free_data\nblender.exe :0x00007FF64846F120 BKE_id_free_ex\nblender.exe :0x00007FF64826E980 BKE_main_free\nblender.exe :0x00007FF6482628F0 BKE_blender_free\nblender.exe :0x00007FF6486F1AB0 WM_exit_ex\nblender.exe :0x00007FF6486F1A60 WM_exit\nblender.exe :0x00007FF6477F1260 main\nblender.exe :0x00007FF64D8788C0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThreads:\nThread : 00004eb4\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000051dc\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004114\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004ab8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033dc\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b3c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000044b0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033f0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000031f8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004aa4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000049b8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005340\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00002654\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004c64\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000024a4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005664\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000048c4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b4c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004eb0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 0000446c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF647680000 3.3.0.0 blender.exe C:\\Users\\ecl25031\\blender-3.3.0-alpha+master.4c3b984b3daa-windows.amd64-release\\blender.pdb \n0x00007FFA49BF0000 10.0.19041.1741 ntdll.dll \n0x00007FFA48380000 10.0.19041.1741 KERNEL32.DLL \n0x00007FFA47810000 10.0.19041.1741 KERNELBASE.dll \n0x00007FFA48E00000 10.0.19041.546 WS2_32.dll \n0x00007FFA499D0000 10.0.19041.1706 RPCRT4.dll \n0x00007FFA47C50000 10.0.19041.1503 USER32.dll \n0x00007FFA47B10000 10.0.19041.1766 win32u.dll \n0x00007FFA373B0000 tbb.dll \n0x00007FFA48790000 10.0.19041.1620 GDI32.dll \n0x00007FFA2BF10000 tbbmalloc.dll \n0x00007FFA47B40000 10.0.19041.1706 gdi32full.dll \n0x00007FFA47310000 10.0.19041.789 msvcp_win.dll \n0x00007FFA473B0000 10.0.19041.789 ucrtbase.dll \n0x00007FFA48EA0000 10.0.19041.1682 ADVAPI32.dll \n0x00007FFA48440000 7.0.19041.546 msvcrt.dll \n0x00007FFA486F0000 10.0.19041.1586 sechost.dll \n0x00007FFA49040000 10.0.19041.1741 SHELL32.dll \n0x00007FFA48F50000 10.0.19041.1706 SHLWAPI.dll \n0x00007FFA2FB80000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFA477C0000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFA15BF0000 14.29.30139.0 MSVCP140.dll \n0x00007FFA43A40000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFA47AE0000 10.0.19041.1023 bcrypt.dll \n0x00007FFA485C0000 10.0.19041.1202 ole32.dll \n0x00007FFA35C50000 10.0.19041.867 dbghelp.dll \n0x00007FFA48A40000 10.0.19041.1741 combase.dll \n0x00007FFA49870000 10.0.19041.546 PSAPI.DLL \n0x00007FFA49B00000 10.0.19041.1741 shcore.dll \n0x00007FFA484E0000 10.0.19041.546 IMM32.dll \n0x00007FFA03B30000 10.0.19041.1741 OPENGL32.dll \n0x00007FF9D3660000 9.0.0.0 openvdb.dll \n0x00007FF9D19D0000 59.18.100.0 avcodec-59.dll \n0x00007FF9F78D0000 59.16.100.0 avformat-59.dll \n0x00007FFA2D720000 59.4.100.0 avdevice-59.dll \n0x00007FF9F8750000 57.17.100.0 avutil-57.dll \n0x00007FFA48970000 10.0.19041.985 OLEAUT32.dll \n0x00007FF9FBCC0000 1.21.1.0 OpenAL32.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFA0FA30000 6.4.100.0 swscale-6.dll \n0x00007FF9F7770000 2.0.20.0 SDL2.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFA41050000 libgmpxx.dll \n0x00007FFA47F10000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFA40FF0000 tbbmalloc_proxy.dll \n0x00007FF9DE1A0000 3.10.2150.1013 python310.dll \n0x00007FFA30660000 6.10.19041.1110 COMCTL32.dll \n0x00007FFA2AB80000 10.0.19041.1 AVIFIL32.dll \n0x00007FFA415D0000 10.0.19041.546 VERSION.dll \n0x00007FFA44B10000 10.0.19041.746 dwmapi.dll \n0x00007FFA2A530000 10.0.19041.1741 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFA29450000 4.3.100.0 swresample-4.dll \n0x00007FFA3D230000 10.0.19041.546 Secur32.dll \n0x00007FFA2EAF0000 10.0.19041.1 AVICAP32.dll \n0x00007FFA39CA0000 10.0.19041.546 WINMM.dll \n0x00007FFA28820000 10.0.19041.1 MSACM32.dll \n0x00007FFA291F0000 10.0.19041.1 MSVFW32.dll \n0x00007FFA37020000 10.0.19041.1 winmmbase.dll \n0x00007FFA47200000 10.0.19041.1586 SSPICLI.DLL \n0x00007FFA45AD0000 10.0.19041.546 kernel.appcore.dll \n0x00007FFA452E0000 10.0.19041.1741 windows.storage.dll \n0x00007FFA46D70000 10.0.19041.1682 Wldp.dll \n0x00007FFA47250000 10.0.19041.844 profapi.dll \n0x00007FFA47610000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFA48510000 2001.12.10941.16384 clbcatq.dll \n0x00007FFA3FB50000 10.0.19041.1503 MMDevApi.dll \n0x00007FFA470C0000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFA3FC00000 10.0.19041.1741 AUDIOSES.DLL \n0x00007FFA468E0000 10.0.19041.546 powrprof.dll \n0x00007FFA46750000 UMPDC.dll \n0x00007FFA44880000 10.0.19041.1620 uxtheme.dll \n0x00007FFA2D140000 10.0.19041.1566 MPR.dll \n0x00007FFA415E0000 10.0.19041.546 drprov.dll \n0x00007FFA45F70000 10.0.19041.546 WINSTA.dll \n0x00007FFA2ED10000 10.0.19041.1566 ntlanman.dll \n0x00007FFA2EB50000 10.0.19041.546 davclnt.dll \n0x00007FFA22F70000 10.0.19041.546 DAVHLPR.dll \n0x00007FFA46500000 10.0.19041.1645 wkscli.dll \n0x00007FFA27030000 10.0.19041.546 cscapi.dll \n0x00007FFA467B0000 10.0.19041.546 netutils.dll \n0x00007FFA46CC0000 10.0.19041.546 CRYPTSP.dll \n0x00007FFA462D0000 10.0.19041.1052 rsaenh.dll \n0x00007FFA46CE0000 10.0.19041.546 CRYPTBASE.dll \n0x000002627AAF0000 3.10.2150.1013 python3.DLL \n0x00007FFA2CA10000 3.10.2150.1013 _bz2.pyd \n0x00007FFA28ED0000 3.10.2150.1013 _lzma.pyd \n0x00007FFA2C980000 3.10.2150.1013 _socket.pyd \n0x00007FFA46770000 10.0.19041.546 IPHLPAPI.DLL \n0x00007FFA40E90000 3.10.2150.1013 select.pyd \n\n# Python backtrace\n\n```\n\nPut this ins a file called test.py\n```\n\nimport bpy\n\nCUBE = bpy.data.objects[\"Cube\"]\nCUBE.select_set(True)\nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n\nbpy.ops.object.select_all(action='DESELECT') \nmesh = bpy.data.meshes.new('Basic_Cube')\nCUBE2 = bpy.data.objects.new(\"Cube2\", mesh)\nCUBE2 = bpy.data.objects[\"Cube2\"]\nbpy.context.scene.collection.objects.link(CUBE2)\nCUBE2.select_set(True) \nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n```\n\nthen, in terminal, run:\n\n```\nblender -b --python test.py \n```", "`Materials` tab not opened at the first time running the script\nOperating system: macOS 10.14.2 (18C54)\nGraphics card: Intel Iris Plus Graphics 640 1536 MB\n\nBroken: (example: 2.80, 89207DF7222A, master, 2019-05-27, as found on the splash screen)\n\n`Materials` tab not open at the first time running the script in attached .blend file\n\n\n* Open the attached .blend file\n* Click `Run Script` the first time\n* It just opens the `Object` tab\n* Click `Run Script` the second time\n* It then opens the `Materials` tab\n\nIt should open Materials tab at the first time clicking `Run Script`\n\n[bug_001.blend](bug_001.blend)", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "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 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", "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!", "problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n" ]
[ "Blender installed via snap blocks sound\nOperating system: Tried on two different machines with Ubuntu 19.10 resp Kubuntu 19.10\nGraphics card: VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07) resp Geforce 970\n\nBroken: 2.81 downloaded via snap. Up to date as of this writing.\nWorked: 2.81 and 2.81a downloaded via website.\n\nWhen starting blender all sound break in ubuntu, the moment I close blender again the playback starts again.\n\nInstall blender from snap (snap install blender --classic)\nOpen console and run journalctf -f (to easier see problem, not necessary for repro, I added my output as quotes below)\nStart blender\n\n> jan 05 19:38:20 <computer_name> blender_blender.desktop[2690]: /run/user/1000/snap.blender/gvfs/ non-existent directory\n> jan 05 19:38:20 <computer_name> blender_blender.desktop[2690]: Read prefs: /home/<username>/.config/blender/2.81/config/userpref.blend\n> jan 05 19:38:20 <computer_name> blender_blender.desktop[2690]: ALSA lib pcm_dmix.c:1108:(snd_pcm_dmix_open) unable to open slave\n> jan 05 19:38:20 <computer_name> blender_blender.desktop[2690]: AL lib: (EE) ALCplaybackAlsa_open: Could not open playback device 'default': Device or resource busy\n> jan 05 19:38:21 <computer_name> blender_blender.desktop[2690]: found bundled python: /snap/blender/34/2.81/python\n\n\nOpen settings in gnome and try playing a sound (settings->Sound->output->test)\n\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: E: [alsa-sink-ALC269VC Analog] alsa-sink.c: Error opening PCM device front:0: Device or resource busy\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: W: [pulseaudio] sink-input.c: Failed to create sink input: sink is suspended.\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: E: [alsa-sink-ALC269VC Analog] alsa-sink.c: Error opening PCM device front:0: Device or resource busy\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: W: [pulseaudio] sink-input.c: Failed to create sink input: sink is suspended.\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: E: [alsa-sink-ALC269VC Analog] alsa-sink.c: Error opening PCM device front:0: Device or resource busy\n> jan 05 19:36:29 <computer_name> pulseaudio[2362]: W: [pulseaudio] sink-input.c: Failed to create sink input: sink is suspended.\n> jan 05 19:36:29 <computer_name> gnome-control-c[11236]: Failed to play sound: Invalid state\n\n\n", "Opening Blender stops video player on Ubuntu 20.04\nOperating system: Linux-5.4.0-29-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.132\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen Blender is open video player in the browser does not work, probably to an audio related problem\n\nUnfortunately it can not be reproduced consistently\n- 1) Open blender\n- 2) Open the browser(in my case Firefox), and go on on youtube or on any other video streaming platform. Try to play a video, the video does not play. If you open a video using VLC, the video is playing but there is no audio.\n- 3) Close blender, the video plays in the browser and in VLC the audio is working\n- 4) If you re-open blender, sometime the video keep playing(both in the browser and in VLC), sometime it stops.\n\nI think it is something related to an interference with the audio. At the beginning I have thought it was an audio problem ( [and I have reported my attempts here ](audio-does-not-work-after-upgrade-to-ubuntu-20-04)) \n\nOther people are having the same issue:\n- [x]] and [[ https:*askubuntu.com/questions/1235615/ubuntu-20-04-mozilla-wont-play-youtube-video-if-i-open-blender-first | 2 ](https:*askubuntu.com/questions/1236160/blender-interferes-with-youtube-on-ubuntu-20-04)\n\n" ]
annotation association is lost more than one level down in nested groups. Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.90.0 Alpha annotations stop working in nested groups Create a compositor and add an annotation. draw something on the top level create any node and put it inside a group draw something inside that group come back to the top level and notice your original annotation is still as it was now group the group go back inside and draw something in the new group now go inside the group which is inside the group and notice that the modifications you made to the first group are also in here
[ "Cleanup: Explicit Colors\nAnnotating colors in `BLI_color.hh` with the goal that it becomes more clear in the code what color and alpha association is used.\n\nSee proposal-explicit-colors/\n\n- Changes to BLI_color.h + migration of existing code (Function + Geometry nodes): [D10978: Blenlib: Explicit Colors.](D10978)\n- Compostor: Is already CPP and some operations use color space conversions.\n- Color picker: There is an effort to move more UI code to CPP Color picker is one that would benefit in readability.\n- Draw manager: Although this is in limited places.\n- Blenkernel: blenkernel (colorband, gpencil, image_gen, studiolight) seems like small tweaks.\n", "Node Group Sliders Slow Performance using Packed Textures\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.6, also tested in the 2.91 daily build, and 2.90.1. Same performance.\n\nUsing custom nodes groups sliders with packed textures make them very slow using Cycles, on EEVEE it seems working fine. \nIf i unpack the textures the sliders acts normally.\nI also notice every time i use any slider in the top left corner shows \"Updating images\" and the freeze occurs. \nI also discover if i change the values of all the sliders that are using the packed textures it comes back to normality and the lag disapears.\nIm not a tech but it seems it has something to do with loading the textures.\nSize and image formts seems that are not the problem i tried changing them.\n{[F9090399](Packed_textures_performance.gif), size=full}\n\n- Append node group with textures unpacked.\n- Sliders working good and fast with textures unpacked.\n- Pack the textures.\n- Sliders and load times freezing.\n- Unpack the textures again.\n- Sliders come back to normality.\nor\n- Open attached .blend file\n- Play with the custom node sliders\n- Unpack the textures again.\n- Sliders come back to normality.\n\n[Packed _Performance_new.blend](Packed__Performance_new.blend)\n\n", "Including node group attribute into NodeTreePath\nAt this moment `SpaceNodeEditorPath` has method append with parameters `node_tree` and `node`. This method is adding `NodeTreePath` into path. But event if `node` parameter was added into `append` method the `NodeTreePath` object does not have any information about root node of group tree.\n[bpy.types.SpaceNodeEditorPath](bpy.types.SpaceNodeEditorPath.html#bpy.types.SpaceNodeEditorPath.append), [bpy.types.NodeTreePath](bpy.types.NodeTreePath.html)\n\n![](2020-11-18_15-04-26.png)\n\nAccording the fact that one group tree can be used by many group nodes it quite important to have information about via which group node the group tree is eddited. Sverchok addon is used to color problem nodes. Without information about group nodes in path it is impossible to mark such nodes.\n\nI would not bother if there was any workaround. What I actually was trying:\n```\nnode_tree_path.name = 'group_node'\nAttributeError: 'NodeTreePath' object has no attribute 'name'\n\nbpy.types.NodeTreePath.node = bpy.props.StringProperty()\nnode_tree_path.node = 'name'\nAttributeError: 'NodeTreePath' object attribute 'node' is read-only\n\nnode_tree_path['node_name'] = 'name'\nTypeError: bpy_struct[key] = val: id properties not supported for this type\n\narea_names = {}\narea_names[node_tree_path] = 'my_name'\n```\nEven last example would not work for several reasons. ID of path can be changed on undo event for example. If area is splitting into two I'm not able to update second area in the dictionary.\n\nI think, for API consistency, either `node` parameter should be removed out from the `update` method or `node` attribute should be added to `NodeTreePath` object. I would prefer second choice.", "Group output node `is_linked` attribute is False during linking process\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n\nBroken: version: 2.91.0 Beta\n\nWhen a node is linking update method of its tree is calling. In this method sockets which was connected has status 'is_linked' as True except `group outputs` nodes. I would expect that sockets of those nodes also would have True in `is_linked` attribute.\n\n![is linked bug.gif](is_linked_bug.gif)\n\n[untitled.blend](untitled.blend)\n- Open the file\n- run the script\n- after having made the links, the update callback will report 'is_linked' as False for the Group output node", "Collada: export when editing multiple objects does not pick up all changes\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 3.0, 2.93\nWorked:\n\nWhen editing multiple meshes, if you export to Collada from edit mode, only the changes to the active object will be picked up; the other objects export as if they had not been edited.\n\n1. Create two cubes. Select them, go to edit mode, and change both of them. In my case, the cube on the right was the active object.\n```\n {F12749887}\n```\n2. Without exiting edit mode, export to .dae.\n3. Open a blank file and import the .dae. Observe that only the active cube was exported correctly.\n```\n{F12749891}", "Inharitance for `ShaderNodeCustomGroup` is broken\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen a custom node class is inherited from a base class, it breaks the base clas.\n\n```\nclass MyNodeBase(bpy.types.ShaderNodeCustomGroup):\n ... \n\nclass FooNode(MyNodeBase):\n bl_idname=\"my.foo\"\n bl_label = \"foo\"\n\nclass BarNode(MyNodeBase):\n # this get broken if any derved class exists\n bl_idname=\"my.bar\"\n bl_label = \"bar\"\n\nclass BazNode(BarNode):\n # this works but breakes BarNode\n bl_idname=\"my.baz\"\n bl_label = \"baz\"\n\n```\n\nAttempt of creating `BarNode` results in:\n\n```\nWARN (bpy.rna): /home/sources/buildbot-x86_64-slave/linux_glibc217_x86_64_cmake/blender.git/source/blender/python/intern/bpy_rna.c:8164 bpy_class_call: unable to get Python class for RNA struct 'my.bar'\nTraceback (most recent call last):\n File \"/home/qmax/Heap/3d/test.blend/nodes.py\", line 23, in execute\nRuntimeError: Error: Cannot add node of type my.bar to node tree 'Shader Nodetree'\n```\n\n\n\n - open attached file and execute packed nodes.py\n - call operator 'add bar' in shader editor\n\n[test.blend](test.blend)\n\n**Workaround**\n\nRegister classes in reverse order: derived first, then base.\n\n```\nclasses = (BazNode, BarNode, FooNode)\n\nfor c in classes:\n bpy.utils.register_class(c)\n```\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![image.png](image.png)\n\nSome notes on this approach:\n- For different data types, a different set of settings can be shown. Of course the node can also be collapsed when not all information is necessary.\n- The node can be placed exactly where the value is needed, providing better information when actually working on the node tree.\n- All the settings can still be shown in a side bar to have all information accessible in a single place.\n- We could also allow multiple inputs per Function Parameter node for better grouping of related settings.\n\nImplementation wise, this approach might actually be simpler than the old solution.\nAt the same it scales better when node trees get larger and when we want groups to become more powerful.", "Hold Out does not hold out Collection Hierarchy\nOperating system: Linux-5.19.0-50-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\nNested collections do not get held out if only the top level collection is held out.\n\n\nNote attached blend file.\n\n![image](attachment)\n\nNote the foreground collection with 2 subjects in it. When holding out the foreground, the nested collections (collections held within the \"Foreground\" collection) are not held out.\n\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Node Tools Overview\n## Background\nWith node group assets becoming more prevalent and geometry nodes becoming essential\nfor manipulating geometry in Blender, we want to add the ability to implement operators\nwith geometry node groups.\n\nRelevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.\n\nAdditionally, specific inputs could be marked as editable modally, for example, a \"Factor\" input could be controlled by moving the mouse cursor left or right.\n\nThe specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).\n\n## Design\n- The node group itself is the operator asset\n- Geometry nodes gets new input nodes\n\t- Selection\n\t- Mouse coordinates\n - View transform\n - 3D cursor location\n - etc.\n- Geometry node groups with these input nodes can only be used as operators\n\t- This design is similar to the shared node groups between shader and geometry nodes, for example.\n- The group outputs are used to adjust the output geometry\n\t- The geometry output will adjust the \"active\" geometry\n - We _might_ need to store a specific mapping for outputs, but relying on the name is a start\n- The project is \"completely finished\" when any existing edit mode operator could be implemented with nodes\n\n## Implementation\n\n_Organized by priority in each category_\n\n### 4.0 Targets\n\n_Changes needed to move the feature out of experimental and enable it in the release_\n\n- [x] Initial basic feature for curves sculpt mode e4cc91a6113f14418b5d8f2a0aace252dc3949d8\n- [x] Allow controlling which modes assets are available in fd9d22ba57d75b278a0350492c5eab2d39d39070\n- [x] Update 3D view menus dynamically (avoid need to restart Blender) cc83951951efc28411960d950435224e8d06606c\n- [ ] Make object info node geometry output work properly\n- [x] #111529 Show menus for unassigned node group assets d2d4de8c710c4e8e648a86f904e6436133664836\n- [x] Tool specific nodes\n - [x] Selection input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Set selection e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] 3D cursor e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Sculpt face sets input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n- [ ] Node group inputs displayed in the redo panel\n - [x] Initial input drawing bc393c403325c956ec4e83eeb072a9bdb2e7824d\n - [x] Display node group name in panel title f0467b4615b366f34f0daae81ef717c342e8f520 ee1ee584ded3b76fdd9b661244274af850b08fa9\n - [ ] Add attribute search\n - [x] Don't draw redo panel when there are no inputs c59d998ce524e37c2449694602fb6d57b6d292fa\n- [x] #111523 Improved default traits b4dc16f32d92a2fbc140abfe6eb438ff11b5d5e8\n- [ ] #111524 Finalize trait popover locations\n- [ ] Add support for evaluating output attributes\n- [x] Shortcut support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [x] Quick favorite support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [ ] #111526 Filter data-block selector based on tool/modifier option #112389\n- [ ] Publish the user manual\n\n### Polishing\n\n_Not necessarily required for a release in main_\n\n- [ ] Show visual difference for tool nodes in modifier context\n- [ ] Show visual difference for viewer and simulation nodes in tool context\n- [ ] Resolve flickering in asset browser when using redo panel\n- [ ] Warnings in node editor header\n - [ ] When node group is not an asset (with button to mark as asset) #110813\n - [ ] When the node group is not marked as a tool #110813\n - [ ] When asset is not in a catalog (and not in a menu) #110813\n\n### Milestone 2\n\n_The second phase of the project, after the fundamentals are working well_\n\n- [ ] Option to show settings in popup before operation starts\n- [ ] Tool specific nodes\n - [ ] Sculpt \"soft selection\" input and set\n - [ ] View transform\n - [ ] Mouse position\n - [ ] Deformed (\"cage\") positions\n- [ ] Modal operator support\n- [ ] \"Wait for cursor\" option\n- [ ] Store operator properties for the next execution\n\n\n## Use Cases and Ideas\n- [ ] Mesh sculpt \"face set extract\"\n- [ ] Mesh sculpt \"mask extract\"\n- [ ] Lasso selection operator", "Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)", "Linked group breaks Object Mapping in Texture Coordinates\nWindows 10\n\nBroken: 2.79b official release\n\nLinked group breaks Object Mapping in Texture Coordinates, when:\n- a texture (on a plane) uses another object (empty) as texture coordinates\n- all objects are in the same group\n\nFurther explanation in the blend file.\n\n1) Link the group \"object_mapping\" from the blend file\n2) move the group in any direction\nDespite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group\n[object_mapping.blend](object_mapping.blend)", "Measures are referred to as annotation layers but are not deleted when removing the layer.\nBroken: version: 2.83 (sub 0)\n\nUnable to delete measure through annotation layers, only after getting into edit mode on an object the measure annotations dissapears.\n\n- In the default blender scene select the `Measure` tool and create a measure in 3dview.\n- Go to Sidebar(N) -> View -> Annotations and remove `RulerData3D`.\n- Note that the ruler remains in 3dview.\n", "Geometry Nodes Baking\nAs mentioned on the [blog]() the goal is to support the following features:\n* Editing procedurally generated geometry destructively in the viewport.\n* Prepare and manage simulations for the render farm which shouldn't need to run the simulation itself.\n* Explicitly cache parts of the node tree to avoid recomputing them after every change.\n* Re-time animated geometries, i.e. access geometry generated on one frame in another frame.\n\nAt a high level these goals are achieved by allowing the user to bake still or animated geometry at arbitrary positions in a geometry nodes tree using a new Bake node. The baked data can then be used without having to recompute the inputs of the Bake node. It can be edited destructively using Blender's existing edit modes. Furthermore, the baked data can be imported at specific frames.\n\nImplementing all of these features in one go would be too big of an undertaking, so below are smaller releasable milestones that can be worked on one after another.\n\n## Milestone 1: Bake Node\n\nAfter this milestone users will be able to bake still or animated geometries at arbitrary positions in the node tree. The main use cases are:\n* Prepare simulations (with optional post-processing) for a renderfarm.\n* Speedup working with very heavy node trees (e.g. static landscape generation) by explicitly caching the generated data.\n\nThere are a few requirements for this milestone:\n* New Bake node with a dynamic number of sockets for geometries and their attributes.\n* Baking works by pressing on a bake button in the node itself.\n * For baking the user has to choose between still or animated geometry and optionally a frame range.\n * A bake directory on disk has to be choosen.\n* Deleting the baked data should be possible from the node as well.\n* Potential settings and the baked data are stored per Bake node instance. A Bake node that is in a reused node group is counted as multiple Bake node instances. The actual data per Bake is stored in the geometry nodes modifier on the object.\n\nIt may be enough to keep UI changes local to the new Bake node.\n\n## Milestone 2: Manage Bakes\n\nIn production files, there are typically many simulations and other heavy effects that require baking. The goal of this milestone is to give the user tools to manage many bakes.\n\nThere are multiple parts to this which could potentially be split up into somewhat independent tasks, but I keep them together until further discussion happened:\n* Support naming Bake node instances.\n * While working with just Bake nodes in the node tree, this is less important, because the location of the Bake node in the tree \"identifies\" it to the use. When dealing with many Bake node instances at once, one can't rely on their location but needs to use names.\n * Just using node names does not work well for this, because a node only has one name but might be reused many times.\n* Support tagging Bake node instances.\n * As we've seen in the intro, not all baking happens for the same reasons. Therefore it is important that tools that work with multiple bakes can filter what bakes to work on.\n * Supporting custom tags can help the user organize baked data.\n* UI for dealing with all bakes in a scene or file.\n * There should be some kind of UI list that shows all the Bake node instances.\n * It should show which data is currently baked and which not.\n * Filtering can happen using tags and object selection.\n * Various new operators can work on multiple bakes at the same time: bake, delete bake, set bake directory.\n* Python API for dealing with baked data.\n * While the UI we provide for managing baked data should be good enough for most use cases, it seems unrealistic that we can provide all the tools that a larger production needs out of the box. Therefore, it is necessary to make it easy to manage bakes from addons as well.\n\n## Milestone 3: Import Bake\n\nThe Bake node does two things implicitly, it indicates where in the node group the baking happens and it also imports the baked data. Having both of these in the same node is desirable for most use cases, but sometimes it's benefitial to split both tasks. For example:\n* Baking an animated geometry and the loading it at different frames for re-timing.\n* Load multiple baked frames of the same Bake within the same frame.\n* Baking a geometry in one .blend file and then loading it as a cache in another.\n\nAll of these use-cases turn our baking format into a more general purpose interchange format like Alembic that is Blender specific. Baking into other formats will be possible eventually as well, but it not part of this project. Using a custom format allows us to optimize it for our needs and avoids the problem that Blenders data does not always map 1 to 1 to how data is stored in common formats. Also see [this](105251) task.\n\nThe import can be done with a new Import Bake node which takes a (file) path and a frame as input and outputs the geometry. There are some problems that need to be overcome:\n* The Import Bake node ideally has the same sockets as the corresponding Bake node, but this can't be guaranteed when they are in separate .blend files.\n* While not supported yet, it will be possible to pack baked data into the .blend file. Therefore, the path input is sometimes a path on disk and sometimes some internal identifier.\n* It should be possible to use the combination of a Bake node with one or more Import Bake nodes within a node group without having to hard code the file path for all of these nodes. Therefore, it seems reasonable that the Bake node also outputs where the baked data is stored. Also see [this](29266) older proposal.\n\n## Milestone 4: Editing Baked Data\n\nThe idea is that the user can just go into edit, sculpt or other modes on the baked data and edit it in place. For animated geometries, every frame can be destructively edited separately. The goal here is not to record all manual edits the user did. After baking again, the edits will generally be gone.\n\nWhile this might seem like a small feature, if done right, it can have huge impacts on the way people work with geometry in Blender in the long-term. That is because it could theoretically allow us to get rid of the idea of \"original geometry\" in Blender (e.g. the mesh referenced by `object->data`). To give a glimpse into what could become possible: Adding a cube object could just add an \"empty\" object with Cube node in geometry nodes. This allows the primitive mesh to remain procedural. Going into edit mode could implicitly (or explicitly) add a Bake node and bake the cube so that it can be edited destructively.\n\nAs for this milestone, the target use cases are more minor and mostly revolve around fixing up \"bad\" data in animated geometry. For example, in a particle simulation, a single particle got too close to the camera and blocks the entire view. It should be possible to just delete it manually. \n\n## Parallel Track 1: UI for Unused Nodes\n\nThere are various situations in which nodes in a node group are unused:\n* Nodes not connected to the output.\n* Nodes that would compute the unused input of a Switch node.\n* Nodes that were used to compute a simulation that is now cached.\n* Nodes that compute the inputs to the Bake node which is now baked.\n\nCurrently, there is no obvious way for the user to determine which nodes have been evaluated by the last evaluation. However, this information would be very useful because it allows seeing at a glance when data is cached/baked.\n\nLogging the set of nodes that has been evaluated is relatively [straight forward](107780). However, we still need the a good UI for these nodes. The obvious solution is to just gray out these nodes. While that can work, it's not ideal because the nodes can and should still be editable and graying out usually indicates that the user is not expected to edit them.\n\n## Parallel Track 2: Store Baked Data in .blend File\n\nWe already support packing external files into .blend files. That system just needs to be enhanced to also support baking entire folders full with baked data. Ideally, it is possible to load the baked data lazily when loading a .blend file, but that's probably quite a bit more challenging. It remains to be seen how much of a performance hit loading all frames at once has.\n\n", "Dynamic Paint sub-steps doesn't work with particles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.0 Alpha\n\nWhen using a particle system as a dynamic paint brush, the sub-steps setting of the canvas doesn't work. The sub-steps appear to work as intended with all other brush types. Whether the painting is done with vertex or texture maps doesn't seem to have an impact on the bug.\n\n* Open attached .blend\n* Bake the dynamic paint cache with a sub-steps value > 0\n* The result shows no sub-steps\n[Bug2.blend](Bug2.blend)\n" ]
[ "Annotation leaks from nodegroup-level to shader level\nOperating system:Linux Mint 19\nGraphics card:Nvidia gt630\n\nBroken: blender-2.80-99f1e3d57fa1-linux-glibc224-x86_64\n\nAnnotations inside a nodegroup layout also show in the mother layer (Shader editor)\n\n![screen1.png](screen1.png)" ]
UV Editor preview broken in 2. and 3. UV Channel Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39 Broken: version: 2.81 (sub 16) Worked: (optional) In the uv editor window with the first UV channel active the uv's look fine. After creating a second, third or fourth uv channel only the Face Center of the uvs are shown. Vertices and edges are invisible. Switching the active render to the second uv channel fixes the preview in the uv editor if your are not using the UVMap node inside your shader. We were not able to reproduce this error on demand with a default cube. But this error keeps popping up in our office. The bug started to appear in 2.81 and still exists in 2.82. Sometimes it helps to copy the infected mesh to a new blender file. sometimes it doesnt. 1. Open attached file. 2. Go to edit mode of the selected object. 3. Select second uv channel. fAXJqLsJgSU [blender_uv_bug.blend](blender_uv_bug.blend) Thank you for your help.
[ "VSE View menu - missing hotkeys for sidebar and toolbar in Preview mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\n\"Caused\" by 6aef124e7d\n\nThe VSE is missing the default hotkeys to open the sidebar and toolbar in Preview mode. T and N\n\nWhen you add them by yourself, then these hotkeys gets added in the Window section. Which can lead to override conflicts.\n\n\n- Open Blender\n- Switch to VSE\n- Watch the View menu in the upper Preview window\n\n![missing.jpg](missing.jpg)\n\n![addingmanually.jpg](addingmanually.jpg)\n\n\n\n\n", "Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior.", "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", "Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).", "Knife Tool when faces are exactly aligned (zero screen-space-area), get cut diagonally\nWindows 7 SP1\nGtx 770\n\nBroken: : Started at 2.72 until now 2.73a\nWorked: 2.71\n\n\nWhen > Knife Tool > Cut through > it will create a tri on other planes that is not projected ex. orthographic view + top\n\n\n\n\nVideo ( please download for High quality Drop Box )\n\n2.73a Version ( Heavy Plugin and Shortcut Keys )\n2.73_Modified.mp4?dl=1\n\n\n2.73a Restore Factory ( Deleted >Appdata > Blender foundation )\n[restored.mp4](restored.mp4)\n\n2.71\nknife is working as intended\n2.71.mp4?dl=0\n\n[TEST.blend](TEST.blend)\n\n\nQ> Hi i would like to ask if i should mind because it is normal function and a new feature of 2.72 and not a bug ?", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "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", "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)", "Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "Timeline, Dope sheet, NLA Editor - slider covers button to reveal the sidebar\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nCaused by bbb2e0614f\n\nIn Timeline, Dope sheet and NLA Editor you have a slider at the right that just shows when you come close.\nButr this slider then covers the little button to reveal the sidebar. The button remains clickable. But requires a bit aiming now, since you can't see the button anymore under the slider.\n\n\nOpen Blender, switch to one of the editors, move the mouse to the right to reveal the slider. Watch the button disappear.\n\n![slidercoversbutton.jpg](slidercoversbutton.jpg)\n\n\n\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "Add In Front/Visible option to lasso and box mask tools\nCurrently Box Mask and Lasso Mask create the mask through the object, which is not useful in some cases. There should be an in front option to change this behavior. \n\nImplementing this by checking the vertex normal and view direction is trivial, but it won't work as expected on models with occluded vertices facing toward the view. We should evaluate if it is possible to implement vertex occlusion test in sculpt mode. If it is not, then we can use the vertex normal implementation. ", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers." ]
[ "Second UV set won't Display in UV Editor if in Look Dev Display Mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you are using Look Dev display mode and either already have, or try to create, a secondary UV set on an object, the second UV set will not display in the UV Editor. If you toggle back to Object mode, switch to Solid shading mode, and then back into Edit mode, the UV's will display.\n\n1) Open the .blend file\n2) If not in Look Dev mode, switch to Look Dev mode\n3) Tab into Edit mode. Make sure all polys are selected. In the UV editor, switch back and forth between UVMap_1 and UVMap_2 - note that UVMap_2 seems blank.\n4) Tab back into Object mode. Change viewport display to Solid mode.\n5) Tab back into Edit mode - with all polys selected, notice how UVMap_1 and UVMap_2 display as expected.\n\n(I actually discovered this working in Blender 2.82 - but realized it was also in 2.81 - so reported it in 2.81\n\n[UV_Display_Bug.zip](UV_Display_Bug.zip))\n\n" ]
Grease Pencil Damaged Strokes Win7 & AMD Radeon 5000 Series Card 2.79 and 2.79.1 When using grease pencil with a Wacom Intuos tablet my lines are nice lines but they contain damaged portions which seem to remain regardless of zoom. Tweaked many settings and it did not solve the issue. Here is my blend file and here is attached a snapshot of the issue:![Damaged lines.png](Damaged_lines.png) Any questions feel free to task. P.S. Currently quite pleased with Grease Pencil except would wish for better fill tools to help ease animation. Currently in the process of learning GP for a commercial project of a client! Let us know if you need further details.
[ "Grease pencil brush sizes incorrect\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: 2.92.0 Beta\n\nGrease pencil brush sizes are not accurate, not even close. A 500px radius(!) size brush (which should be 1000 pixels wide since we're talking about a \"radius\") has actually about a 50px radius.\n\nOpen a new 2D animation file, increase brush size to the max of 500px, draw a line. Does that look like 1000pixels wide to you? Or ist it me? Maybe I need to work all the way zoomed into the canvas to see the accurate size? How big is the factory canvas?\n\n", "GPencil: Fill tool Ignore Transparent strokes setting broken\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Beta\n\nFill tool not ignoring transparent strokes when the settings is enabled. When you enable Show boundary lines, it shows that transparent strokes are not a boundary but the fill still uses them as boundaries.\n\n- Open attached file and try the fill tool. Under the Advanced menu 'Ignore Transparent' and 'Show Lines' are enabled.\n\n", "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)", "Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n", "Snap support for Grease Pencil objects\n**Description**\n**Big picture:** Make it possible for the snap options: `Vertices, Edges and Face`, to work on Grease Pencil objects\n\n**Use cases**:\n* Precisely positioning a Grease Pencil object on a Mesh in the 3DView\n* More flexibility in positioning the 3D Cursor\n\n**Design:**\n* Will work in conjunction with 3DView's snap system (no new interface required)\n\n**Engineer plan:**\n* Since Grease Pencil objects can be 3D, a BVHTree system may have to be implemented to snap to faces and occlusion test.\n* Another option is to work with a depth buffer.", "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", "Port Temporal AntiAliasing to Grease Pencil\nPort should be as simple as copying what Workbench does, with the addition of [D10414](D10414).\n\nSee parent task for more detail.", "Grease pencil strokes are partially/fully hidden behind reference image until released\nOperating system: Windows 10 Pro 19043.2130\nGraphics card: GTX 980\n\nBroken: 3.3.1\n\nDrawing over a reference image does not always show the stroke as it is being drawn, making it difficult to draw above reference. Using the images as planes addon as a temporary workaround.\n\nThe strange triangle shape shown in the video is pretty consistent. E.i. I can move the camera around slightly and as long as it's relatively head-on the exact same triangle shape appears while drawing. The shape is relative to the reference image. Panning the camera does not pan the glitched triangle area. Moving too much to the side makes it go from partial visibility in front of the ref until the stroke is finished, to no visibility at all in front of the ref until the stroke is finished.\n[untitled.bug_report.blend](untitled.bug_report.blend)\n[2022-11-26 20-52-01.mp4](2022-11-26_20-52-01.mp4)", "Grease Pencil: smaller objects have an export SVG-PDF Issues\nOperating system: Linux-4.15.0-144-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0.0 Alpha\n\nI found an issue on the scale for smaller objects when they it is exported to SVG or PDF from new Grease pencil feature and LineArt. This was modeled in millimeters (0.001) and this is what happen when is exported. the bounding box is X84.6 Y35.3 Z78.2\n\n![E4e3W8sXIAYq5yi.png](E4e3W8sXIAYq5yi.png)\nAnd this is the same object exported scaled up to 1000\n\n![image.png](image.png)\n\n\n[tattoo-machine_Eevee.blend](tattoo-machine_Eevee.blend)\n", "Lag Adjusting Value Sliders & Navigating Nested Menus with a Wacom Tablet\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.2\n\nTrying to change the value of shapekeys or shader sliders with my stylus doesn't get detected the first few seconds, then picks up, but in a non responsive way. Also while using my stylus, if I navigate to a nested menu like say \"Object > Transform\" There's a Lag when moving to another option in the \"Object\" Menu.\n\nThe steps above should apply. I did notice though, that if I change my Tablet API from 'Automatic' to 'wintab' in the the input preferences, it helps, but its still not as responsive as it is in 2.93\n\nAll these issues though, were non existent, if I tried using my laptop's trackpad. Also, my tablet is a Wacom Intuous Touch 5 with a stylus that supports up to 2048 levels if pressure sensitivity and has tilt support, just incase it could be any of these causing the issue. \n\nThanks.\n\n", "GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n![from_further_away.PNG](from_further_away.PNG)\n\n![close_up.PNG](close_up.PNG)\n\n![render.png](render.png)\n\n[bug_alpha.blend](bug_alpha.blend)", "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![LineArtProblem.png](LineArtProblem.png)\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)", "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", "Grease pencil. Curve editing on the stroke with spikes ruin spikes\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I have sharp spikes on my stroke, different steps clear spikes or make em smoothed (blender creates aligned curve points instead free and sharp)\n\n[2021-04-09_17-04-45.mp4](2021-04-09_17-04-45.mp4)\n\n[GPspikes.blend](GPspikes.blend)", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n" ]
[ "Weird artifacts with Grease Pencil V2\nMAC OS X 10.11\nGraphics: AMD Radeon HD 6750M 512 MB\nBlender 2.77 (Date: 2016-08-04 01:10 Hash: 14720e2)\n\n\nWhen trying the new Grease Pencil using whatever stroke placement (except View) I get weird artifacts. (attached image)![Captura de pantalla 2016-08-04 a las 21.18.43.png](Captura_de_pantalla_2016-08-04_a_las_21.18.43.png)\n\nYou dont have to do anything in special, it happens always." ]