query
stringlengths 129
102k
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sequence | pos
sequence |
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Texture Offset between Cycles CPU and GPU render
Windows 7 64 bit
CPU: AMD 8320-fx
GPU: Sapphire AMD R7 260x
Video Driver: Catalyst Omega 14.12
Blender Version: 2.73a (bbf09d9)
There is a 1~ pixel offset in textures rendered between CPU and GPU rendering.
First discovered when rendering the BMW test, I used a difference layer effect to see if the pixels were identical (checking for artifacts).
Only the lights and plate showed up as different, zooming into the head light and rendering both engines revealed a slight shift in texture.
Can be recreated with a test grid default cube:

Load default scene, Enable cycles (in this case cycles test environmental flag is set to all), Edit default cube, Create texture (without unwrap) 256x256 with Test Grid pattern, enable cycles preview, Zoom in on corner and switch between CPU and GPU rendering.
[Texture_offset_Bug.blend](Texture_offset_Bug.blend)
| [
"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.",
"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\n\nCycles - GPU Compute:\n\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n",
"Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n",
"Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium",
"Mesh to Volume intersection artifacts\nOperating system: Ubuntu18x64, Ubuntu20x64, Win8x64.\nGraphics card: Mesa DRI Intel(R) HD Graphics (BYT) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0, 3.1\n\nIntersecting Mesh to Volume produces artifacts (on CPU. GPU not tested).\n\n[volume-intersection.blend](volume-intersection.blend)\n - Open,\n - Run viewport Render Preview on the left side.",
"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",
"GPU Subdivision Causes Artifacts in Mesh Analysis Overlay\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken:\nversion: 3.1.1 Release Candidate\nversion: 3.3.1\nversion: 3.5.1\nversion: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-25 13:50, hash: 6ee8aa4997ee, type: release\nversion: 3.6.0 Alpha\n\nWorked: could not find.\n\nWhen GPU subdivision is enabled, the Mesh Analysis overlay shows artifacts.\n\n\nPlease follow these steps to reproduce the issue:\n1. Start Blender.\n2. Select the default cube.\n3. Apply the Subdivision Modifier (press Ctrl+1).\n4. Enter edit mode.\n5. In the viewport overlay menu, enable Mesh Analysis.\n\n**Known Workarounds**\n1. Disable GPU Subdivision.\n2. Disable \"Show in Edit Mode\" for the Subdivision modifier.\n\n",
"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)",
"Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n\n\n",
"2.93 texture coordinate display bug\nOperating system: win10\nGraphics card: 2070 super\n\nBroken: 2.93.0-321eef6a0c0f 4/2\n\n\n\ntexture coordinate display bug differently in viewport compared to render\n\ni used a generated coordinate. in the viewport it seems that blender applied the coordinate after the curve modifier (maybe)\n\nbut in render it will apply the coordinate before the curve modifier, so the gradient is able to follow the curve which is my desired look.\n\nsometimes it will display the coordinate correctly but I don't know how I achieved it\n[bug.blend](bug.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)",
"GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n",
"Cycles 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.",
"Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n",
"Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)"
] | [
"Cycles texture interpolation issues\nOS: Ubuntu Linux 14.04 64 bit\nGraphics: nVidia GeForce GTX 560 Ti\n\nBroken: 2.73a bbf09d9\n(Tested with same result on 2.67 and 2.70)\n\nWith a transparent shader and a PNG image the first or top row and the first or left most column seems to pick the color and transparency of the row or column on the other side of the image (i.e. bottom row and right most column, respectively). An off-by-one error?\n\nSee attached .blend file: [Test_transparency.blend](Test_transparency.blend) (the test image should be packed in it).\n\n- Create a plane.\n- Connect a mix shader with transparent BSDF (top) and diffuse BSDF (bottom) to surface.\n- Add a PNG image texture with transparency.\n- Connect image color output into diffuse shader and alpha into fac of mix shader.\n- UV map plane to the image - note: use complete image till border.\n- Look at rendered viewport or render an output image.\n\n**Note: workaround**\nWhen you do not use the top most row and the left most column of the image the transparency will work as expected."
] |
Crash on delete cube, add monkey, delete monkey, add cube
Windows 7 64-bit
NVIDIA Quadro 4000
Broken: 2.80 Alpha 2 Hash: 6b551c0b8cb
Worked: (optional)
Crash upon opening Blender, deleting default cube, adding mesh-> Monkey, delete Monkey, add mesh -> cube
short description describes steps to reproduce.
| [
"Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)",
"Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)",
"Scripting: undo after mesh.separate causes crash\nOperating system: Linux\n\nLatest tested: blender-3.5.0-beta+v35.f23e3c7f04f3-linux.x86_64-release\nEarliest tested: blender-3.1.2-linux-x64\n\nTrying to undo `bpy.ops.mesh.separate(type='MATERIAL')` in a script crashes Blender.\n\n1. Create a cube and two materials. Go to edit mode and assign some faces to both materials. Go back to object mode.\n\n \n\n2. Open the Text Editor and run this script\n\n ```py\n import bpy\n bpy.ops.ed.undo_push( message = \"temp\" )\n bpy.ops.mesh.separate( type = 'MATERIAL' )\n bpy.ops.ed.undo()\n ```\n\n3. Crash (segmentation fault).\n\nSomewhat mysteriously if I save just before running the script, close Blender, then reopen the .blend and then run the script, I get non-determinstic results (sometimes the undo does nothing, sometimes the white part is gone). The only consistent way I found to get a crash was to create the cube from scratch every time. So no .blend is attached to this issue.\n\n",
"iMac CRASH through Blender 3.6.0 ASSET.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\niMac CRASH through Blender 3.6.0 ASSET.\n\nMacOS 13.4\nBlender cause bad memory leak through ASSET open.\ndemo-files/\n\nClick ( Cube Diorama )\nthen\nOpen Cube Diorama.alend\ncause bad memory leak cause iMac crash.\n\n\nSee my youtube. A2d0Wu8ig-w",
"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.",
"Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash",
"Blender 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",
"Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\n",
"Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n\n\nExample node setup:\n\n\nSwitch to wireframe:\n\n\n",
"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.",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)",
"Blender 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)",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)"
] | [
"Crashing while adding objects + \"Incorrect\" scaling\nOS: WIndows 10\nCPU: Ryzen 2500U\nGPU: Vega 8\nRAM: 8GB\n\nBroken: Blender 2.8 b8ac2379eb1\nWorked: One of the older versions of Blender 2.8 (Roughly 2 weeks ago from now (8th September 2018))\n\nBlender occasionally crashes when adding objects to the scene.\n\n1. Open a new scene.\n2. Add objects to the scene until the scene crashes. (It usually occurs when I delete the default cube then add a new one).\n\n---\n\n**Scaling Issue:**\n\nI know it said not to report issues/bugs that aren't crashes, but I thought this one was worth including.\n\nObjects don't scale along axis \"correctly\" while rotated and in Object mode.\n\nThis occurs with all sorts of models, I'll focus on the default cube for simplicity.\n1. Add a cube.\n2. Rotate the cube along the X axis by 45 degrees. (Works with any angle that isn't 0 degrees or a multiple of 90)\n3. Scale the cube along the Z axis. \n4. You will now notice that the cube isn't properly scaling along the Z axis but both the Z and Y axis. The results I'd expect are ones shown when scaling along the Z axis in edit mode.",
"Crash When operating with Spot Light Lapm\nFedora Linux 28 / Nvidia 1070\n\nBroken: 2.8 Date 2018-09-09 21:26 | Hash : 6b551c0b8cb | Alpha 2\nWorked: (optional)\n\nCrash when adding geometry.\n\nDo exactly as described below because very specific order is needed to crash.\n1. Open blender\n2. Click anywhere to get rid of splash\n3. DO NOT ROTATE VIEW\n4. Delete Default CUBE\n5. Select Light and change to Spot Light | Enable Show Cone\n6. Deselect All\n7. Shift + A | add Plane ..... crash\n\n",
"Repeatedly adding a cylinder to a scene causes a crash \nWindows 10, Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz, NVIDIA GeForce 940MX\n\nBroken: 3733c529858\nWorked: Yes\n\nRepeatedly adding, going into edit mode and deleting cylinder multiple time causes blender to crash. \n\n- add a cylinder\n\n- go to edit more\n\n- go back to object mode\n\n- repeat this procedure a couple of time and it will eventually lead to a crash"
] |
Greace pensil does not like new macs
**macOS Mojave**10 14
intel HD Graphics 630 1536 MB
**Blender 2.8**
The grease pencil on the macpro toach bar if the quality of the viewport is not low does not work.
and crash corrupt the app XD i broke blender XD trying to render a simple cube
Suggestions if i can make them from an artist none programmer?
1- drag and drop imports formats
2-Incorporate the Machine addon on blender
2.1- drag boolean carve tool on edit mode for traditional sculptors
3- make a start guide for education for my kids
4-as a mac user make a trackpad functioning better.
5-nurbs whey not?
love the work on tabs
love the carve addon
love grease pencil
love blender
Love | [
"Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n",
"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",
"Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n",
"Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n",
"Decentralize .blend I/O for grease pencil modifiers.\nThis is a follow up task for #76372.\n\nFor normal modifiers this has been done already. Have a look at `ModifierTypeInfo.blendWrite` and `ModifierTypeInfo.blendRead` for more details.",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"Font Symbol Cleanup\nThis document is my attempt to justify my [proposed changes to the font glyphs ](D6055) by adding some more details.\n\n**The Fonts**\n\nBlender currently ships with *four different fonts*. Two are fixed width (for text editor and few other places) and two are variable width (used in most places of the interface). For each of these two types there is one small version containing mostly lower Latin characters (and therefore only working well for English) and an optional larger version that contains characters from multiple languages. By default the two minimal fonts are used, but you can enable the use of the larger international fonts by selecting the \"Translation\" checkbox in Preferences / Interface.\n\n**The Keyboard Glyphs**\n\nFonts can contain symbols and we make use of some when indicating some keypresses. Some keys, like \"←\" are easier to describe with a single symbol, rather than writing a more verbose \"left arrow\". Some keys, like \"⌘\" on Mac are more often shown as a symbol than written out as text as \"command\" (has been called \"Apple key\", \"clover key\", etc).\n\n*Do we need to show these as symbols?* At least sometimes. Many Mac users would prefer nothing but symbols, while many Windows users would prefer nothing text descriptions so we at least have to support the use of symbols, even if their use differs by platform.\n\n*Do they have to be shown as font symbols?* Yes. Although there are some times when we could have used icons for these, there are many times when these symbols need to used within text content. And in those cases it is important that they be scaled with the text to any size.\n\n**Font Type Reconciliation**\n\nThere are some glyphs that are in the fixed-width versions of the fonts but are not in the variable-width version. The Event Icons (shown in the footer) deal with this by selecting glyphs from one font versus another. But this does not help for other uses. For example, Mac users would like to see \"⇧\" used to indicate \"Shift\". Currently we can see this symbol in the footer but cannot see it in the menus for keyboard shortcuts because the symbol is not in the variable-width small font used in the UI by default.\n\nBy ensuring these symbols are all in the UI font, not only can we then see them properly in the UI to indicate shortcuts, but it also allows us to simplify the Event Icon code since it no longer has to select from multiple fonts depending on glyph.\n\n**International Font Reconciliation**\n\nThere are some symbols that are in the minimal (English) font that are not in the larger international font, and vice versa. It is very important that the international font be a complete superset of the smaller font. That is required for us to eventually [use only the international fonts ](D3705).\n\n**Size and Alignment**\n\nOur four fonts are all meta-fonts, containing characters from a number of different fonts. Over time each has gained new glyphs as they were needed, from a variety of donor fonts. Because of this the keyboard symbols we use do not share common sizes or alignment. Had they all be taken from the same font then each would work together harmoniously, with the same width, bearings, and vertical alignment.\n\nBy making these symbols share common sizes and alignment they can be placed by each other and still be readable. So if we need to use \"⇧⌘\" together we want them to be harmonious.\n\nAnd by making these gylphs similar size and alignment it also means we can further simplify the code in Event Icons that has to currently deal with per-character adjustments.\n\n**Future Work**\n\nOnce these glyph changes are accepted we can then use these characters where we want. For Macs this is important for shortcuts, but it also comes in handy for Windows users too. Although Windows users prefer text over symbols for things like \"Ctrl\" and \"Alt\", it would still be nice to use symbols for \"Windows key\" and \"Menu key\" since those two are never shown as text on keyboards.\n\nOnce we are able to swap out our minimal font for the international version without errors, we can consider making the international font the only fonts used. And at that point we can use a subset of the smaller font as a **fallback font**. That way if a user replaces the main UI font with something else they can still see these characters even if that font does not contain them.\n",
"Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n",
"GPencil: Hard to erase drawing when layer parented to animated object\nOperating system: MacOs 10.15.4\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: Version 2.90 (2.90 2020-05-20)\nWorked: ?\n\nSorry for the potentially misleading title. I think that when a Grease Pencil drawing is parented, and the parent animated, the erase tool (using control/Alt/Right Click or the Brush eraser) is somehow offset and it's near impossible to erase precisely. Going in Edit mode and Selecting/Deleting the vertices/strokes works though... \n[GP_EraseWhenParentedIssue.mp4](GP_EraseWhenParentedIssue.mp4)\nHere is the Blend file.\n[GP_EraseWhenParentedIssue.blend](GP_EraseWhenParentedIssue.blend)",
"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",
"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",
"GPencil: Brush and stroke size related issues\n**Description**\n\nWhen drawing in grease pencil, control over the brush size and the thickness of the stroke is of course extremely important. Currently, there are some inconsistencies and confusing behavior that need to be addressed. Here is a list of current issues and some new proposals.\n\n - **Brush Radius:** Currently, the brush size can be changed via this slider in draw mode.  The name displays \"Radius\" and the tooltip reads \"Radius of the brush in pixels.\", but this is not consistent with the thickness of the strokes. If the user sets the **radius** to 100px and the *Stroke Thickness* option in the object data properties is set to *Screen Space* the stroke has a **diameter** of 100 pixels. If the *Stroke Thickness* is set to *World Space* the stroke has a **diameter** of 0.1 meters. A simple solution is to change the UI name from \"Radius\" to \"Size\" and clarify in the tooltip that the thickness or diameter of the stroke is meant.\n - **Radial Control:** When the user changes the brush size via the radial control (shortcut {key F}) the control has a **radius** of the given pixel value, not (like mentioned before) a **diameter** of the pixel value set.  \n - **Brush size in World Space** When the *Stroke Thickness* in the object data properties is set to *World Space* the displayed thickness of the strokes in that grease pencil object are calculated via the following formula: `((line_change + stroke_thickness) * pressure * pixel_factor) / 1000.0f` E.g. when all adjustment values are set to their default value then **1px (stroke thickness) = 1mm (world space)**. Currently, there is no way for the user to know this. The UI gives no indication of this and the manual also does not mention it. A possible solution is to change the units of the brush from pixels to meters and also do the right conversion so that the size is correctly displayed in the UI.\n - **Drawing in screen space/world space:** The user can change the stroke thickness (screen space/world space) in the object data properties. That means that *all* strokes in the grease pencil object will be either drawn using the screen space thickness in pixels or the world space thickness in meters. But there is currently not a way to choose the brush size to be in screen or world space. In sculpt mode, the user can choose the brush size \"reference\" (Radius Unit).  This would also be useful for grease pencil. \n # **Brush size indicator:** At the moment there is no visual feedback on how big the current brush is. A solution could be a \"ring\" around the cursor and deactivate it during drawing so it only shows up before starting the stroke.\n\n---\n**Related reports:**\n#83675, ",
"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",
"GPv3: Select Similar\nThis operator should replace the `GPENCIL_OT_select_grouped` and `GPENCIL_OT_select_vertex_color` operators.\n\nDifficulty: 🔴🔴🔴 \n\nAdd a new operator `GREASE_PENCIL_OT_select_similar` in `blender/source/blender/editors/grease_pencil/intern/grease_pencil_select.cc`. It should have an enum for the `type`, values for comparing to color, and floats as well as a threshold. The type should support `layer`, `material`, `vertex_color`, `radius` and `opacity`.\nIt's probably a good idea to write a static templated function that can return an `IndexMask` (either for the curves domain or the point domain) with the curves/points that should be selected. Something like `mask_similar_elements`.\nThen it's possible to use `index_mask::masked_fill` to fill the masked indices in the selection attribute. Similar to how it is done in `select_ends_exec` in `blender/source/blender/editors/curves/intern/curves_ops.cc`.\n\n",
"GPencil test system to keep code quality\nGrease pencil module is a big module now in Blender and requires a test system to ensure the quality and avoid bugs introduced by any change.\n\nAs GPencil has only a few test now, this task is a long term one because it will need the addition of tests for old code, not only for new functions."
] | [
"Grease Pencil is showed intermittently on Mac\nRetina 5K, 27-inch, Late 2015, 3,3 GHz Intel Core i5, 8 GB 1867 MHz DDR3, AMD Radeon R9 M395 2048 MB\n\nlast Blender 2.8 Alpha 2\n\nI'd like to test some Grease Pencil but Suzanne and other \"draws\" seem to appear and disappear. I test on a Linux Partition and it seems it works fine, it looks fine, but my screen-tablet doesn't works. It's not a Wacom, a XP-Pen.\n\nThanks "
] |
VSE Conversion from Image Strip to Movie Incorrect Dimensions
Operating system: Windows 10
Graphics card: RTX 2080
Broken: 2.92, 2.93
Worked: 2.91
When converting an image strip to movie, the result is "zoomed in."
1. Create image strip (specifically in my case, I used 1280x760), 240 images. (Helps to see the problem if you put content at the edges of the camera view.)
2. Manually set render size to match (again, 1280x760, 240 frames).
See example here:
Original Render: hpg3Kyb
Same frame, but through VSE: caDMszK
(Blender 2.91 works as expected.) | [
"NLA animated time strip with a driver displays a wrong frame when going back in time\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen using a driver on the \"animated time strip\" property of an NLA track, the animation is offseted when going backward in time, with the arrow keys. This makes the animation review process very hard.\n\n(see video attached)\n\n[#86107.blend](T86107.blend)\n\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250\ncreate an empty, add a custom property, set the max to 250\nkeyframe the custom property as : frame 1 value 1.00 ; frame 250 value 250.00.\ntweak the animation curve of the custom property to get a nice S shape\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\nnow if you go forward and backward with the arrowkeys, you'll see that the animation is doing some weird frame offset\n\n\n[bugreport_wrongframe.mp4](bugreport_wrongframe.mp4)\n",
"VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n",
"Image scale is reset after rendering in background mode\nOperating system: Windows 10\n\nBroken: 2.91.2\n\n\nI am starting Blender from command line in background mode (-b) and execute a Python script which does the following:\n* Load an image\n* Scale the image\n* Render with Cycles\n\nAfter the rendering is done, *it is as if the image scaling never happened.* The image is back to its original size, and if I save it, it is identical to the original unscaled image.\nSo it looks like somewhere during bpy.ops.render.render(), the changes to the image are undone.\n\n*This only happens when Blender is started in background mode.* If started without -b argument, the problem does not occur.\n\n\nDownload this test image: \n\nRun Blender from command line with the following command. Replace path to Blender executable and path to the test.jpg image with the correct paths for your machine, i.e. replace the following strings:\n* `\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\"`\n* `C:\\Users\\Simon\\Downloads\\test.jpg`\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" -b --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\n```\n\n**With -b flag**\n\nBlender will print a log like this:\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" -b --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\nBlender 2.91.2 (hash 5be9ef417703 built 2021-01-19 16:25:50)\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\python\noriginal size: (712, 400)\nbefore render: (99, 99)\nFra:1 Mem:47.08M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Synchronizing object | Cube\nFra:1 Mem:47.09M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Initializing\nFra:1 Mem:46.97M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Waiting for render to start\nFra:1 Mem:47.00M (Peak 47.15M) | Time:00:00.00 | Mem:0.00M, Peak:0.00M | Scene, View Layer | Loading render kernels (may take a few minutes the first time)\n\n[... cut out unimportant output ...]\n\nFra:1 Mem:49.34M (Peak 50.97M) | Time:00:09.92 | Remaining:00:00.01 | Mem:2.09M, Peak:3.57M | Scene, View Layer | Rendered 505/510 Tiles\nFra:1 Mem:49.23M (Peak 50.97M) | Time:00:09.92 | Remaining:00:00.01 | Mem:1.98M, Peak:3.57M | Scene, View Layer | Rendered 506/510 Tiles\nFra:1 Mem:49.12M (Peak 50.97M) | Time:00:09.93 | Remaining:00:00.00 | Mem:1.87M, Peak:3.57M | Scene, View Layer | Rendered 507/510 Tiles\nFra:1 Mem:49.01M (Peak 50.97M) | Time:00:09.94 | Remaining:00:00.00 | Mem:1.76M, Peak:3.57M | Scene, View Layer | Rendered 508/510 Tiles\nFra:1 Mem:48.90M (Peak 50.97M) | Time:00:09.95 | Remaining:00:00.00 | Mem:1.65M, Peak:3.57M | Scene, View Layer | Rendered 509/510 Tiles, Sample 128/128\nFra:1 Mem:48.78M (Peak 50.97M) | Time:00:09.96 | Mem:1.53M, Peak:3.57M | Scene, View Layer | Rendered 510/510 Tiles\nFra:1 Mem:48.78M (Peak 50.97M) | Time:00:09.96 | Mem:1.53M, Peak:3.57M | Scene, View Layer | Finished\nFra:1 Mem:47.17M (Peak 50.97M) | Time:00:09.96 | Sce: Scene Ve:0 Fa:0 La:0\nafter render: (712, 400)\n\nBlender quit\n```\n\nYou can see that the image is loaded, the original size (712, 400) is printed, then after scaling and before rendering, the correct new size (99, 99) is printed, and then again after rendering, the old and now incorrect size (712, 400) is printed.\n\n**Without -b flag**\n\nWhen run without -b flag, we get the following output where Blender behaves correctly:\n\n```\nC:\\Users\\Simon>\"C:\\Program Files\\Blender Foundation\\Blender 2.91\\blender.exe\" --factory-startup --addons \"io_import_images_as_planes\" --engine CYCLES --python-expr \"import bpy; import bpy_extras; image = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False); print('original size:', image.size[:]); image.scale(99, 99); print('before render:', image.size[:]); bpy.ops.render.render(); print('after render:', image.size[:]);\"\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.91\\2.91\\python\noriginal size: (712, 400)\nbefore render: (99, 99)\nafter render: (99, 99)\n```\n\n**The script in more legible form**\n\nHere's the script that is passed to --python-expr, expanded to be more legible:\n\n```\nimport bpy\nimport bpy_extras\n\nimage = bpy_extras.image_utils.load_image(r'C:\\Users\\Simon\\Downloads\\test.jpg', check_existing=True, force_reload=False)\nprint('original size:', image.size[:])\n\nimage.scale(99, 99)\n\nprint('before render:', image.size[:])\nbpy.ops.render.render()\nprint('after render:', image.size[:])\n```",
"Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n",
"Metadata in Image Editor getting cropped\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.4\nWorked: -\n\nThe metadata (Not 'Burned into image'), 'below' the rendered image is getting cropped in the Image Editor, when resolution of image is not wide enough. The metadata above the image is correctly stacked, even at smaller resolutions. \n\nIn default scene, set render resolution something low (Like 800 x 800)\nTurn on all Metadata items. No need to turn on 'Burn into image' option.\nRender default cube. In image editor, turn on view>show metadata\n\n",
"VSE: No simultaneous strip snapping on left & right side [and right side favoured]\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\n{[F10300365](no-dual-strip-snapping.png),size=full}\nA strip in VSE cannot snap at left and right ends simultaneously. Annoying when the end that does not snap is the end that you're wanting to know the orientation of (especially when you're zoomed out and can't tell by eye). \n\nFurther to this, the right side snap will always prefer over the left. It seems it just searches the right side first, and if it snaps it just doesn't check the left side at all. I would find it very odd if dual snapping isn't intended, but if somehow there is no plan to add it in the near future, at least the behaviour should not prefer one side - like maybe prefer the side based on the direction the strip is dragged or something (snap first to the side of the direction the strip is heading?).\n\n[strips-do-not-snap-at-both-ends-simultaneously-and-right-side-is-preferred.blend](strips-do-not-snap-at-both-ends-simultaneously-and-right-side-is-preferred.blend)\n- Open the blend file, and drag colour strip along x-axis\n- Only the right end will snap, despite both ends clearly lining up with the metastrips\nNOTE: There is a reason I used a metastrip as the snap-to strips here, as there is another snapping bug I will be filing soon (and I didn't want that bug to mess up the behaviour in this one).\n",
"Blender card only showing a default cube when open even the file size is 100 mb\nI am working on a blender file on my pc . The file size is almost 100mb . I saved the file. But when i opened it again the file is just showing a single default cube. No layers no anything. Just default interface. My file was just having the room interface . It consists of some free models also which i downloaded from the internet. Like free 3d website like sketchfab. \nThis thing happened with me 1 week ago. But then i made the file again and get my pc hard disk and windows changed. And now it happened with me again. I dont know what to do. Please tell me what to do to recover my file and to prevent this issue next time.\n\ni was able to recover it through .blender1 format but still i know this will happen again. please guide me on this, i have not added anything in my addons also \n\nblender 3.6 version \ngraphic card 750 Ti \nWindows 10 \nnew hardrive of 250 gb\n\n",
"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\n\n\n\n",
"VSE 2.0: Performance, Cache System\n# Video Sequencer Cache\n\nNOTE: This is the first pass of the design. It will be worked a bit more after discussion within the module, and presentation and diagrams will become more clear.\n\nThis document describes caching system which design and implementation for the `VSE 2.0 project` (#78986).\nThere is some intersection of performance topics listed in the `VSE 2.0: Performance ` (#78992). \n\n## User level design\n\nOn user level cache system should follow zero configuration principle: the video playback and tweaking should be as fast as possible without user spending time on fine-tuning per-project settings.\n\nThe only settings which user should be interacting with are in the `User Preferences`:\n* In-memory cache size limit\n* Disk cache size limit\n* Disk cache folder\n\nThese settings are set once in the User Preferences and are used by all sequencer projects. The default values are based on the minimal [[ requirements/ | hardware\nrequirements ]].\n\n## Code design\n\n### Levels of caching\n\nFor best editing and playback performance multiple levels of cache are needed.\nThe most important ones are:\n\n* Cache of strip input (colormanaged using general Blender color space rules)\n\n```\nThis allows to faster, without lag, move image strip in time, adjust strip settings like transform, by avoiding need to re-read file on every modification. Lets call this cache level `STRIP_INPUT`.\n```\n\n* Cache of the final sequencer result.\n\n```\nThis allows to have realtime playback after the sequencer got cached. Lets call this cache level `SEQUENCER_FINAL`.\n```\n\nThe simplified flow of the image from disk to the artist is presented in the following diagram:\n\n\n\n---\n**NOTE**\n\nNeed to think about whether having strip output cache is helpful. If the stack rendering is fast, having extra levels of cache will have negative affect due to less final frames fitting into the memory.\n\n---\n\n### Cache referencing\n\nCache levels are to utilize reference counting as much as possible. For example, when having single Image Strip without modifications set up in the strip the final sequencer frame in the `SEQUENCER_FINAL` cache is to reference the image from `STRIP_INPUT` cache. This allows to minimize memory footprint, playback performance for the story boarding type of tasks performed in the sequencer.\n\nThe following example visualizes cache frame referencing in the following scenario:\n\n* Sequencer have single Image Strip using `HappyFroggo.png` as an input. The strip has length of 4.\n\n\n\nIn Blender terms, the cache contains a single copy of `ImBuf` created for `HappyForggo.png`. All the sequencer cache entries are referencing this `ImBuf` for lowest possible memory footprint.\n\n### Cache resolution\n\nIn a typical video editing scenario an artist views the sequencer result in a rather small area of the screen layout:\n\n\n\nThis behavior can be exploited in the following way: the sequencer processing and caching can happen in the lower resolution. This is something what current proxies design is solving, but does in the fully manual manner.\n\nThere is a possibility to make proxies behavior more automatic, by performing downscale on an image after it was read from disk, but before it gets put to the `STRIP_INPUT` cache. Default behavior could be something like:\n\n* Use closest power-of-two downscaling (similar to mipmaps)\n* The target resolution is 50% of the window resolution, but no more than 1080p.\n\nIn order to support workflows where an artist needs to investigate in a close-up manner the final result, there will be a display option `Best Quality` (but defaulting to `Best Performance`). This could fit into existing `Proxy Display Size` menu.\n\nIn the future more automated input resolution selection is possible to be implemented. For example, it is possible to automatically switch to the\n`Best Quality` mode when zoom-in is detected.\n\nImage scaling with a power-of-two scale factor can be implemented very efficiently using threading and vectorization.\n\nOn a performance aspect, for image sequences such scale down will be an extra computation, which will only pay off if effects/transformation is used.\n\nFor the movie files, this step will actually make things faster because it is required to convert color spaces (happening in `sws_scale`), which is not\nthreadable. The scale down will be done together with color space conversion, which is expected to give better performance compared to the current state of the sequencer playback.\n\n---\n\n## Task progress\n\n- [x] Cache referencing\n - d837923a56\n - c74086376f\n\n- [x] User level design\n- [x] Levels of caching\n - f448ff2afe\n - 445ebcaa30\n\n- [ ] Cache resolution\n - [D9414: VSE: Render in size nearest to preview image](D9414)\n - Update/followup above patch to work on images",
"VSE: Animated sound volume not working when referencing scene\nOperating system: Arch Linux\nGraphics card: AMD with Mesa driver\n\nBroken: 2.81 Alpha, ab519b91b2c4, master, 2019-10-04 22:33\n\nI have multiple scenes in one .blend file using the sequencer. In the first scene (\"ReferencedScene\") I have a sound strip with an animated volume. Playing that scene adjusts the volume as expected. In another scene (\"MAIN\"), I added the \"ReferencedScene\" to the Sequencer. Playing the \"MAIN\" scene does NOT adjust the volume of the sound in \"ReferencedScene\". Instead, the volume level stays constant.\n\nI expected that the animated volume of the \"ReferencedScene\" is the same for direct play back as well as when referenced in the \"MAIN\" scene.\n\n\n- Open the attached file.\n- Play back \"ReferencedScene\" with \"Space\"\n- Hear the volume of the sound fade to 0.0 and back to 1.0 again\n- Switch to \"MAIN\" scene\n- Play back \"MAIN\" scene with \"Space\"\n- Hear constant volume of sound from \"ReferencedScene\"\n\n[vse-sound-volume-bug.blend](vse-sound-volume-bug.blend)\n",
"Regression: Repeating resizing image and undoing causes view in image editor strange state, and editing it causes crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.3.0 Alpha\nBroken: 3.2\nWorked: 3.1\n\nCaused/exposed by e06399c223\n\nIf resizeing image and undoing is repeated, view in image editor becomes strange state.\n(It looks like that the image size is incorrect state).\nIf the image is editted in this state, the blender would crash.\n\n\n\nAt the first undoing, it looks O.K.\nBut if I repeat resizing and undoing one more time, the image becomes strange.\n\n\nFollowings are what I did in the video above.\n1. Open image editor and make a new image. (1024x1024)\n2. Resize the image to 256x256 from menu.\n3. Undo it.\n4. Then, Resize the image to 256x256 one more time.\n5. Undo it.\n6. The image size in the editor becomes strange.\n7. If I edit the image, blender crashes.\n\nI tried above process in several conditions.\nI found that\nA. this does not happens in 3.1. It happens after 3.2\nB. If I checked Undo Legacy option, this does not happen. It happens in standard undo mode.\n",
"VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n",
"Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)",
"VSE: 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",
"VSE: In Multicam all strips gets white outline\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\nAll channels/strips get a white active strip outline when a multicam strip is selected. \n\nOpen this .blend file:\n[VSE_MultiCam.blend](VSE_MultiCam.blend)\n\nNotice that all previews have a white active strip outline, though it's only the multicam strip selected:\n{[F10961426](image.png),size=full}\n\n"
] | [
"VSE Regression: Changing dimensions are cropping instead of scaling\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\n\nImport a video and change ex. resolution. \nThe video will be cropped instead of scaled. It used to do that, so it's a regression.\n\nThis basically means that if you import you footage and edit it, and then realize the the project resolution is wrong or if you need to render in a different resolution, you''re in trouble. \n\n{[F9869337](dimentions.gif),size=full}\n\n"
] |
Anaglyph artifacts in stereoscopic view
Operating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.95.01
Broken: version: 2.83.3
Worked: 2.82a
When in stereoscopic mode Blender introduces some anaglyph artifacts.
Bug occurs on all my machines (Linux and Windows as well).

1. Run default scene with factory settings.
2. Change view to camera.
3. Turn Stereoscopy ON.
| [
"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\n\nThe mask only matches when the entire camera is in view:\n\n\n",
"Boolean modifier artifacts\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.54\n\nBroken: version: 3.3.0 Alpha\n\nDifference on Brush Boolean is error code and lot bug.\nSee youtube tell you.JaCQrMN0quk\n\n**Steps to reproduce**\n- Open .blend file\n- Move target object over the object which has boolean modifier on it\n\n[3D print baby tall chair belt.blend](3D_print_baby_tall_chair_belt.blend)\n",
"Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n",
"Camera texture coordinate output in orthographic view is different from orthographic camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n",
"Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)",
"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)",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n\nbad\n\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n",
"Artifacts appear in texture bakes [stripe pattern]\nOperating system: Windows 10 Pro 64-bit\nCPU: i7 4790\nGraphics card: GTX 1050\n\nBroken: Every Blender Build on this PC, Baking.\nWorked: never\n\nWeird artifacts appear in bakes, especially visible in the AO bakes (see attached images)\n\n\n\n\n\n[AOArtifacts_Test.blend](AOArtifacts_Test.blend)\n- Open blend\n- hit `Bake`",
"Motion blur artifacts on certain frames EEVEE\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: not sure\n\nMotion blur on error appears on same certain frames.\n\nblend attached Error appears on frames : 49 , 60, 85, 95, 103, 119,130\n\n[blur test.blend](blur_test.blend)\nnormal frame \n\nerror frame \n\nvideo with error frames [0001-0300.mp4](0001-0300.mp4)\n\n",
"GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n",
"Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n\n\n",
"Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ",
"Stereoscopy not working properly with time remapping and motion blur\nOperating system: Windows 7\nGraphics card: GTX 1070\n\nBroken: Blender Version: 2.83 LTS\nWorked: Never\n\nI encountered two weird issues when using stereoscopy, time remapping and motion blur at the same time.\n\nThe first issue is easy to reproduce because it happens every time stereoscopy and time remapping are enabled.\nFor example if we set time remapping to be Old: 100 and New: 200 and try to render the frame 100 there is no issue while rendering the left camera, but the right camera reports it as the frame 50 (but it does actually render the correct frame - 100). Also the playhead gets set to the frame 50 after rendering. If we were to render again, it would render the frame 50 and set the playhead to 25 and so on and so on.\n\nThe second issue I have not been able to reproduce in a fresh scene, but I have a .blend file where it is present. \nSo again when rendering some frame with time remapping enabled, the left eye is fine, but the right eye renders some objects with motion blur that should not be there.\nI believe these two things are related and possibly the result of a single bug, so I'm not splitting these into two bug reports.\n\nThis is a stripped down version of my scene - it was a complete animation with a character.\nThe motion blur wasn't present on the character's body, but it was present on the character's eyes and teeth (both parented to a specific bone through Object Properties > Relations), and that sphere parented (with a 'child of' constraint) to the root bone.\n\n[stereoscopy bug.blend](stereoscopy_bug.blend)\n\n- Open file\n- Render\n\nOne eye have motion blur, another one does not.\n\n",
"Artifact with cycles (interaction with moving spotlight and motion blur)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nI wouldnt describe it as a error, more as a artifact in cycles, basically when you parent a light to an object with motion blur, it doesnt behave as expected, it clips into objects and deforms due to the motion blur, there is no easy way to explain this, its better to show it, keep in mind that the spot light in these examples is completely Static! its just parented to the empty that also is parented to the camera, what is moving is the empty, light in real life doesn't behave this way!\n\ni first noticed this in a render i did for my animation \nrender: view\nproject file: view?usp=sharing\n\nso i did a test render and the problem pressists\nrender: view?usp=sharing\nproject file: view?usp=sharing\n\n\n\nAll the best! If this report is invalid please inform me why, because i cant find a work around this issue and there is no information online regarding this problem. Thank you.\n\n\n\n",
"Compositor/Stereoscopy with view switch and file output generate extra files\nBroken: 2.79, 2.81, ...\nWorked: ?\n\nwhen using Stereoscopy to render a scene from multiple cameras simultaneously, and using the compositor 'Switch View' node to save each camera output separately - unwanted files are saved with each output file.\n\n**Simpler version of the report**\n\nThe combination of the switch view node, mix RGB node and rgb node is creating the problem, disabling even just one of those three nodes produces normal results. \nThe bug is reproduced only when all mix nodes are connected to the same RGB node, but connecting each node the a duplicate of the same rgb node seems to resolve the problem (see screenshots attached)\n\nSample file:\n\n[Compositor bug.blend](Compositor_bug.blend)\n \n\n\n\n\nFor the records the issue also happens in 2.79.\n\n[stereo279.blend](stereo279.blend)\n\n**Original description of error**\n\nIn the attached .blend are 9 cameras set up with sterescopy. The compositor separates and saves each camera output to a different directory.\nFor some reason, with every file output from a certain camera there's another file output from a different camera (lets call it parasite camera) , only this one is black with no data (see attached screenshot). \na few charasteristics:\n- The parasite camera output is added to every output of the other cameras, but not to its own\n- Rendering again changes the parasite camera to a different one (in the screenshot it was 'Cam006', in other renders it was a different one)\n- It's not clear how the parasite camera is \"chosen\", it isn't selected or active, and it's not the scene's camera\n- There's no file output in the compositor that suggests this output\n\n \n[TemplateScenePopulated_001.blend](TemplateScenePopulated_001.blend)"
] | [
"Enabling \"Steroscopy\" in the viewport camera causes graphical glitches with anti-aliasing enabled.\n**System Information:**\nOperating system: Linux-5.4.0-7626-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1050 Ti 440.82\n\n**Blender Version:**\nBroken: 2.83 `ff7a30d92884` (2020-05-18 23:31), 2.90 `7bd07c9f5adf` (2020-05-18 23:33)\nWorked: 2.82a\n\n**Short description of error:**\nThis isn't a new issue, it just seems it was missed during 365e9cb6aa. This task was created as an extension of #74243 because #74243 was closed. \n\n\nEdit: This may also be related: 5593efec01\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender with default settings and a default startup scene.\n2. Change to \"Active Camera\" view (Numberpad 0).\n3. In the properties editor select the \"Output\" tab and enable \"Stereoscopy\".\n4. Now the viewport should have the glitch shown in the above screenshot. If you then go to user preferences and in the \"viewport\" section change the anti-aliasing method to \"none\" or \"single pass\" the issue goes away. All other anti-aliasing settings have the issue.\n\nNote 1: This issue only occurs in solid mode. The issue also seems to disappear if you change to \"Material Preview\" or \"EEVEE rendered\" mode at anytime while having that Blender instance open. E.G. Open Blender, switch to \"Material Preview\" mode, switch back to \"Solid\" mode then enable \"Stereoscopy\" and go the the active camera. Now the issue won't occur. Load factory defaults, enable \"Stereoscopy\", switch to active camera, the issue won't occur. I have to close Blender and re-open it to get the issue to occur again.\n\nNote 2: I have tested to ensure the issue described in #74243 hasn't returned. So far I'm only seeing the issue with stereoscopy. The issues with weight paint and wireframes hasn't returned as far as I can tell.\n\n**Workaround:**\nChange shading to material mode once and the issue is gone.",
"Flickering checkerboard in 3D Viewport in right eye (in stereoscopic mode)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.56\n\nBroken: version: 2.91.0\n\nWhen I load a file with the Stereoscopy option enabled, there is a flashing checkerboard in the background (ONLY in the right eye view) in the 3D Viewport as I move around the scene. It does not matter if I'm in red/cyan anaglyph mode or in top/bottom mode. (The issue may appear in the other 3D modes, but I didn't check.)\n\nThere are a couple workarounds to make this checkerboard go away. One is to select the scene's Camera object and move around the scene briefly in the 3D Viewport. It does not matter if the 3D Viewport’s N panel -> View -> View Lock option is checked or not; as long as I select the Camera object and move in the 3D Viewport, the problem goes away until I start Blender again. The other way I've gotten this issue to go away is to set the Viewport Shading to either Material or Rendered, then back to Solid. (Setting the Viewport Shading to Wireframe does not fix the issue.)\n\n1. Open or create an EEVEE project with the following properties (or use my attached Blender file):\n\n* A camera object and an object\n* 3D Viewport with Viewport Shading set to Solid\n* Output Properties tab -> Stereoscopy checkbox checked\n* Output Properties tab -> Stereoscopy -> Stereo 3D checked\n* Window -> Set Stereo 3D -> Display Mode: Anaglyph, Anaglyph Type: Red-Cyan\n* 3D Viewport -> N Panel -> View tab -> View Lock -> Camera to View checked\n\n2. Have the Camera Perspective selected and move around the 3D Viewport. I use a 3D mouse (a 3DConnexion SpaceMouse) and can see the flashing checkerboard the whole time while moving (that is what is on my screen capture video). If you use the X/Y/Z spinner in the upper right hand corner or use View -> Navigation -> Walk Navigator, you will only see the checkerboard once you stop moving.\n\nSee the following screen capture: tmpGW7xsgBU\n\n[3d bug.blend](3d_bug.blend)"
] |
Blender AMD viewport and render bug.
Windows 10 Home Premium - AMD R9 390x2 (basically 2 times the 390x)
Broken: 2.77
Worked: (optional)
When I render it the samples are, i dont know how to explain it, streched.
I attached a screenshot.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
{[F300134](Screenshot_1.png)}[File.blend](https://archive.blender.org/developer/F300136/File.blend) | [
"Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n\n\nThe mask only matches when the camera has `Passepartout` on:\n\n\n\nRelated: #111344\n\n",
"2.93 EEVEE viewport worse performance on iGPU\nOperating system: W10 20H2\nGraphics card: i5-8250U - IGPU UHD Graphics 620\n\nBroken: 2.93 release (windows store)\nWorked: 2.92 release (windows store)\n\n\nWith the new update i'm getting worse performance in EEVEE viewport, in the 2.92 version i had 18 fps, while in the new 2.93 i'm getting 8 fps\n\nScene has 1.200.000 tris\n\nScene has 40 mb \n\n[castle_of_maldrak.blend](castle_of_maldrak.blend)",
"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\nBroken 2\n\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n\n\n[iris_only.blend](iris_only.blend)",
"Compositor artifacts from image wrapping\nOperating system: Linux-5.15.13-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha\nBroken: 2.80 upwards\nWorked: 2.79\n\nIn the compositor, when using a Scale node with a value of < 1.0 after a Translate node with wrapping enabled, a strange pattern can be sometimes seen in the final render (sort of like Z-fighting). Also, re-rendering with the same settings doesn't always yield the same results with this setup.\n\nChanging the chunksize to anything other than 256 seems to fix this for me.\n\n\n\nI've created and attached a .blend file that has the compositor setup in the right way to display this bug. So all that's required is to render the scene - possibly refreshing the compositor a few times as the bug doesn't always occur.\n\n[blender-bug-report.blend](blender-bug-report.blend)",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"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",
"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",
"Triangle Mesh Transmission Rendering\nOperating system: Linux-5.10.0-12-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.1.0\nWorked: n/a\n\nDear Blender Devs,\n\nthank you very much for this awesome software. I encountered the following problem while working with some imported triangle meshes.\n\nI tried loading a triangle mesh, removing one side using Geometry Nodes and subsequently using the Solidify modifier to give it depth for the transmission rendering. When looking at the rendered view in the viewport, it looked \"fine\". Since I was dealing with a triangle mesh with some weird connectivity I expected there to be some artifacts. See below.\n\nHowever, when I rendered with F12 (optix), the result was completely different to what I saw in the viewport (also optix). See below.\n\nNote the weird artifact at the back of the object in the F12 rendered version. Normally I would attribute this problem to the \"bad\" triangle mesh and just move on with my life. However, because the F12 rendered version produces different results to the viewport rendered version, I assume that there might be a bug somewhere.\n\n\n- Difficult to explain, see the `.blend` file for an example as it seems to be an issue with this specific triangle mesh.\n\n[viewport_f12_problem.blend](viewport_f12_problem.blend)\n",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.",
"Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n",
"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.",
"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: \n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)",
"Disabled objects still get evaluated if there is a driver on their hide_viewport property.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.90 (sub 0)\nWorked: I think never\n\nCurrently, when an object is hide_viewport==True, that object as well as any dependencies it has that are also hidden, will have not hinder viewport performance. But that's not the case when there is a driver on the object's hide_viewport property, even if that driver evaluates to True.\n\nThe use case is as a rigger, I would give animators options to hide parts of a character to gain viewport performance.\n\n[remesh_performance_depdendency_test.blend](remesh_performance_depdendency_test.blend)\n- In the blend file, simply start playback and notice(unless your computer is a beast) you should get fairly low fps, even though the objects are disabled.\n- Remove the driver from the sphere's hide_viewport, and performance goes back to normal.",
"Color managment applyed twice when render from viewport\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\nThen rendering from viewport, color management is applied twice.\n\nThis is undesirable since it creates a disconnect between the visible result in the 3D Viewport and the render output.\n\n\n\n\n\n- Open blend file\n- Click View -> Viewport render image.\n\n"
] | [
"GPU Compute in Cycles is broken on AMD stable drivers and Blender stable release\nWindows 10 x64 Pro\nRadeon R9 380 4G\n\nBroken: 2.76b\nWorked: On AMD drivers from last year\n\nI have already reported this bug in the past, but it was ignored because AMd drivers were not stable then.\nNow it happens on certified stable driver release, and on blender stable release. \nThe problem is: If you use GPU compute on AMD GPU with Cycles, the sampling is broken and results in visible horizonral artifacts instead of normal noise.\n\nI attach the simplified project here, just hit F12 to render again with AMD:\n[bug.blend](bug.blend)\n\nHere is also the errornous render result:\n\n\nPlease don't say again that you don't care, apparently a lot of people use their AMDs to render things and WONT want to downgrade drivers.\n\nThank you.\n"
] |
Viewport glitch when draw Face Set
Operating system: Linux-4.19.97-x86_64-x86_64-AMD_Athlon-tm-_II_X4_620_Processor-with-gentoo-2.6 64 Bits
Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82
Broken: version: 2.91.0 Alpha
Worked: 2.90
Appears when drawing the face set, if you switch the viewport shading to the material preview and back, it no longer appears

| [
"Dynamic paint waves: Viewport render and main Render looks very different.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\n",
"Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.",
"3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n",
"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\n\nAfter clicking the glossy node header a few times:\n\n",
"Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n\n",
"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",
"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\n2) In the material disconnect the alpha socket, now it should look different.\n\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n\n\n\n\n",
"Missing Face Set Operators\nThis task is a todo list for missing face set operators. - [x] means operator works on either a user-picked face set or all of them. A single arrow means conversion operator in one direction already exist (so, Mask to Face Set already exists).\n\n- Face Set- [x] `<->` Vertex Groups\n- Face Set- [x] `<->` Face Maps\n- Face Set- [x] `->` UV Seams\n- Face Set- [x] `->` Mask\n- Make Disconnected Face Sets Unique\n- Separate By Face Sets\n- Face Set- [x] `<->` Material Slots\n- Face Maps `<->` Face Sets",
"pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ",
"Zero area meshes lacking an outline (even if selected)\nOperating system: Linux-5.10.12-200.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 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nZero area meshes lacking an outline (even if selected)\n\nThis came up in a special case in #85461 (Mesh. Skin modifier shows nothing in viewport, when mesh do not have root.), reporting the general case here\n[zero_area_mesh_missing_outline_when_selected.blend](zero_area_mesh_missing_outline_when_selected.blend)\n\n- Open file\n- Cube (scaled to zero in two axis) is selected but has no representation in the viewport (outline)\n- open the same file in 2.79 and observe the outline\n\nThis might very well be a Known Limitation, just bringing this up here so we have a task we can refrence if this comes up again.\n\n",
"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)",
"EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.",
"The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n",
"Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n"
] | [
"viewport artifacts when sculpting with AA\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: version: 2.90 beta\nWorked: version: 2.83.4 LTS\nCaused by f30df15edc\n\nWith the viewport display mode set to solid, sculpting produces temporary visual artifacts which disappear once the cursor is released. they are more prominent if the object being sculpted fills most of the viewport. The issue goes away if anti-alias is disabled in the viewport (in user preferences).\n\nenter sculpt mode\nzoom in\nsculpt\n\n",
"Glitchy rendering in Sculpt mode solid shading.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nSolid shading in custom sculpt default startup produces glitchy artifacts while sculpting.\n\nI open my custom sculpt startup template and start sculpting, which produces artifacting. If I switch to material or render shading it fixing the artifacts it also seems to fix for the Blender session if I open the custom sculpt template again.\n\n[Bug.mkv](Bug.mkv)\n\n[startup.blend](startup.blend)\n",
"Screen Glitch while Sculpting\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.0 Beta\n\nWhile sculpting there are screen glitches the size of the on-screen bounding box of the mesh.\n\n\nFrom the startup file enter sculpt mode and sculpt on the mesh\n(Tested with factory startup)\n(I'm guessing it is an OS/machine specific glitch, so it might not be easily reproducible)\n\n"
] |
blender crash log on Mac m1
Operating system: MacBook Air m1 16gb
Graphics card: m1
Broken: 2.93.4 (2.93.4 2021-09-01) (apple silicon)
Worked: ?
crash when trying to open
1. Extract DMG 2. move to applications 3. opening 4. crash
[blender 2.93.4 crash.rtf](blender_2.93.4_crash.rtf) [blender 3.0.0 crash.rtf](blender_3.0.0_crash.rtf)
thanks | [
"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",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)",
"Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)",
"Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n",
"Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"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",
"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 Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n",
"Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n",
"Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this \n\nwatch?v=3rugIsYwl7s).\nSo Out internet was down, And I wanted to get blender On my other pc account, So I went to the main account And Thinking that the installer required internet, I took the system files, and copied them to a thumb drive and pasted them Into the other account when I did that this first started happening, so when The internet came back On. I just got rid of the files I pasted in and then Installed it. With the same result as last time. But this time the bug/glitch was on all accounts. and I tried uninstalling and reinstalling it from the apps and features and from the control panel. I also installed the app from the windows app store with no luck. If you guys know how to fix this issue then please email me at [email protected]\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file",
"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)",
"Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n",
"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"
] | [
"Crash of the app at startup\nHello! \n\nthis bug appeared some time ago. And since the situation remained the same neither with new versions of the application, nor with new versions of the OS, I thought that the problem was purely local, and they hardly knew about it.\n\nIt's a bug or a feature - it's up to you. But the program just stopped running for no apparent reason. All simple stupid actions, such as clear the cache, delete, reinstall, update, etc. I have already done this, so please do not suggest. \n\nThanks.\n\nBelow is the message that crashes with the crash of the program.\n\nP.S. sorry this google translate\n\n\n```\n\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [10844]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-10-26)\nCode Type: ARM-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2021-10-28 00:30:24.9303 +0300\nOS Version: macOS 12.0.1 (21A559)\nReport Version: 12\nAnonymous UUID: 4C2B30F2-5EAC-2762-9AA6-FC0D19CFCADA\n\nSleep/Wake UUID: E2B65CD1-D77A-47B9-BBD7-CDC64E1B81B5\n\nTime Awake Since Boot: 28000 seconds\nTime Since Wake: 532 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\n\nKernel Triage:\nVM - pmap_enter failed with resource shortage\nVM - pmap_enter failed with resource shortage\nVM - pmap_enter failed with resource shortage\nVM - pmap_enter failed with resource shortage\nVM - pmap_enter failed with resource shortage\n\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x196bd19b8 __pthread_kill + 8\n1 libsystem_pthread.dylib \t 0x196c0515c pthread_kill + 288\n2 libsystem_c.dylib \t 0x196b423a0 __abort + 128\n3 libsystem_c.dylib \t 0x196b42320 abort + 176\n4 libc++abi.dylib \t 0x196bc1b50 abort_message + 132\n5 libc++abi.dylib \t 0x196bb2f4c demangling_terminate_handler() + 308\n6 libobjc.A.dylib \t 0x196aaa1b0 _objc_terminate() + 160\n7 libc++abi.dylib \t 0x196bc0ee4 std::__terminate(void (*)()) + 20\n8 libc++abi.dylib \t 0x196bc3c5c __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 36\n9 libc++abi.dylib \t 0x196bc3c08 __cxa_throw + 140\n10 Blender \t 0x10bed3778 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 528\n11 Blender \t 0x10bed28dc boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 144\n12 Blender \t 0x10bedcf70 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1608\n13 Blender \t 0x10bedbed8 boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2452\n14 Blender \t 0x10bedb4d0 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 36\n15 Blender \t 0x10bf05a28 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 1684\n16 Blender \t 0x10bed817c boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 440\n17 Blender \t 0x10bed7f90 boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 68\n18 Blender \t 0x106069584 bl_locale_set + 360\n19 Blender \t 0x1051cdc04 BLT_lang_set + 240\n20 Blender \t 0x1051755d4 WM_init + 220\n21 Blender \t 0x104d1c8c0 main + 808\n22 dyld \t 0x1156710f4 start + 520\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 libdispatch.dylib \t 0x196a4713c _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t 0x196a477f4 _dispatch_semaphore_wait_slow + 132\n3 Blender \t 0x10a5950ec IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 Blender \t 0x10a593cf4 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*) + 64\n5 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n6 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 9:\n0 libsystem_pthread.dylib \t 0x196c002bc start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t 0x196c002bc start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x196bc9990 semaphore_wait_trap + 8\n1 caulk \t 0x19f5b98ac caulk::mach::semaphore::wait_or_error() + 28\n2 caulk \t 0x19f59c65c caulk::concurrent::details::worker_thread::run() + 56\n3 caulk \t 0x19f59c27c 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*) + 96\n4 libsystem_pthread.dylib \t 0x196c054ec _pthread_start + 148\n5 libsystem_pthread.dylib \t 0x196c002d0 thread_start + 8\n\nThread 12:\n0 libsystem_pthread.dylib \t 0x196c002bc start_wqthread + 0\n\nThread 13:\n0 libsystem_pthread.dylib \t 0x196c002bc start_wqthread + 0\n\n\nThread 0 crashed with ARM Thread State (64-bit):\n x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000\n x4: 0x0000000000000000 x5: 0x0000000000989680 x6: 0x0000000000000064 x7: 0x0000000000000100\n x8: 0xf272ff66d492e78d x9: 0xf272ff67c1ff220d x10: 0x00000000000003e8 x11: 0x0000000000000011\n x12: 0x000000009ba177fb x13: 0x000000001ba17000 x14: 0x0000000000000010 x15: 0x0000000000000002\n x16: 0x0000000000000148 x17: 0x00000001f0feb530 x18: 0x000000011a9973fc x19: 0x0000000000000006\n x20: 0x00000001156dc580 x21: 0x0000000000000103 x22: 0x0000600002179f30 x23: 0x000000012e74a980\n x24: 0x0000000000000040 x25: 0x000000016b222f88 x26: 0x0000000000000002 x27: 0x000000000000005c\n x28: 0x0000000000000030 fp: 0x000000016b222990 lr: 0x0000000196c0515c\n sp: 0x000000016b222970 pc: 0x0000000196bd19b8 cpsr: 0x40000000\n far: 0x00000001ece96808 esr: 0x56000080 Address size fault\n\nBinary Images:\n 0x196bc8000 - 0x196bfdfff libsystem_kernel.dylib (*) <c8524c02-b14f-30bd-a228-c44b4a448e68> /usr/lib/system/libsystem_kernel.dylib\n 0x196bfe000 - 0x196c0afff libsystem_pthread.dylib (*) <4786e19a-9312-38e6-80ef-9c1394548118> /usr/lib/system/libsystem_pthread.dylib\n 0x196ac9000 - 0x196b49fff libsystem_c.dylib (*) <002a39ae-6431-3b2e-85e7-c45fc2f95ad0> /usr/lib/system/libsystem_c.dylib\n 0x196bae000 - 0x196bc7fff libc++abi.dylib (*) <6baf3d90-c332-373d-8f33-2a6744916698> /usr/lib/libc++abi.dylib\n 0x196a8a000 - 0x196ac5fff libobjc.A.dylib (*) <2eabed7f-1e81-3a1b-bb4b-985b8dd3b77f> /usr/lib/libobjc.A.dylib\n 0x104bdc000 - 0x10e24ffff org.blenderfoundation.blender (3.0.0) <dff7ff42-4d93-34d7-b97c-26cc25d619cc> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11566c000 - 0x1156cbfff dyld (*) <86a8ba48-8bb4-3b30-9cda-051f73c74f44> /usr/lib/dyld\n 0x196a43000 - 0x196a89fff libdispatch.dylib (*) <3d7a56a3-23bf-3077-b5c6-9ce65ce7333e> /usr/lib/system/libdispatch.dylib\n 0x19f59a000 - 0x19f5c1fff com.apple.audio.caulk (1.0) <c8b77e54-af14-37e1-8a72-6437f54c6fd1> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\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=965.5M resident=0K(0%) swapped_out_or_unallocated=965.5M(100%)\nWritable regions: Total=1.0G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.0G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 128K 1 \nActivity Tracing 256K 1 \nCG backing stores 2176K 4 \nColorSync 496K 24 \nCoreGraphics 16K 1 \nCoreUI image data 160K 1 \nKernel Alloc Once 32K 1 \nMALLOC 232.2M 33 \nMALLOC guard page 96K 5 \nMALLOC_MEDIUM (reserved) 360.0M 3 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 224K 14 \nStack 8096K 14 \nVM_ALLOCATE 1.0G 9 \n__AUTH 1761K 142 \n__AUTH_CONST 9127K 286 \n__DATA 68.9M 274 \n__DATA_CONST 15.4M 287 \n__DATA_DIRTY 592K 98 \n__FONT_DATA 4K 1 \n__LINKEDIT 619.7M 5 \n__OBJC_CONST 1219K 116 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3088K 1 \n__TEXT 345.8M 303 \n__UNICODE 588K 1 \ndyld private memory 1024K 1 \nmapped file 75.9M 14 \nshared memory 880K 13 \n=========== ======= ======= \nTOTAL 3.2G 1655 \nTOTAL, minus reserved VM space 2.4G 1655 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-10-28 00:30:25.00 +0300\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"dff7ff42-4d93-34d7-b97c-26cc25d619cc\",\"build_version\":\"3.0.0 2021-10-26\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":1,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.0.1 (21A559)\",\"incident_id\":\"4B667FB8-732F-4E91-999E-8C1ED1AD36E8\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-10-28 00:30:24.6070 +0300\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookAir10,1\",\n \"procStartAbsTime\" : 673618304407,\n \"coalitionID\" : 4828,\n \"osVersion\" : {\n \"train\" : \"macOS 12.0.1\",\n \"build\" : \"21A559\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-10-28 00:30:24.9303 +0300\",\n \"incident\" : \"4B667FB8-732F-4E91-999E-8C1ED1AD36E8\",\n \"bug_type\" : \"309\",\n \"pid\" : 10844,\n \"procExitAbsTime\" : 673625998637,\n \"translated\" : false,\n \"cpuType\" : \"ARM-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-10-26\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : {\"deviceIdentifierForVendor\":\"8F29AA6A-BAE0-5F6A-861B-77852A6CA40F\",\"thirdParty\":true},\n \"parentProc\" : \"launchd\",\n \"parentPid\" : 1,\n \"coalitionName\" : \"org.blenderfoundation.blender\",\n \"crashReporterKey\" : \"4C2B30F2-5EAC-2762-9AA6-FC0D19CFCADA\",\n \"wakeTime\" : 532,\n \"sleepWakeUUID\" : \"E2B65CD1-D77A-47B9-BBD7-CDC64E1B81B5\",\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n \"ktriageinfo\" : \"VM - pmap_enter failed with resource shortage\\nVM - pmap_enter failed with resource shortage\\nVM - pmap_enter failed with resource shortage\\nVM - pmap_enter failed with resource shortage\\nVM - pmap_enter failed with resource shortage\\n\",\n \"asi\" : {\"libc++abi.dylib\":[\"terminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\"],\"libsystem_c.dylib\":[\"abort() called\"]},\n \"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n \"faultingThread\" : 0,\n \"threads\" : [{\"triggered\":true,\"id\":342763,\"threadState\":{\"x\":[{\"value\":0},{\"value\":0},{\"value\":0},{\"value\":0},{\"value\":0},{\"value\":10000000},{\"value\":100},{\"value\":256},{\"value\":17470306721641719693},{\"value\":17470306725625012749},{\"value\":1000},{\"value\":17},{\"value\":2611050491},{\"value\":463564800},{\"value\":16},{\"value\":2},{\"value\":328},{\"value\":8338191664},{\"value\":4741231612},{\"value\":6},{\"value\":4654482816,\"symbolLocation\":0,\"symbol\":\"_main_thread\"},{\"value\":259},{\"value\":105553151369008},{\"value\":5074364800},{\"value\":64},{\"value\":6092369800},{\"value\":2},{\"value\":92},{\"value\":48}],\"flavor\":\"ARM_THREAD_STATE64\",\"lr\":{\"value\":6824153436},\"cpsr\":{\"value\":1073741824},\"fp\":{\"value\":6092368272},\"sp\":{\"value\":6092368240},\"esr\":{\"value\":1442840704,\"description\":\" Address size 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"Blender 2.93 Crashes on Launch on macOS Mojave 10.14.6\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.24 355.11.10.50.10.103\nMore details regarding the hardware could be found on Apple's website: SP704 - This is the 2.5GHz 512G version.\nSystem config that may matter: My locale is set to zh_TW.UTF-8. Provided due to locale mentioned in crash report.\n\nBroken: version: 2.93.0 and version 2.93.1\nWorked: version: 2.83.16\n\nBlender crashes on launch with error of SIGABRT \n```\nlibc++abi.dylib: terminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n```\n\nDetailed crash report can be found on the following pages:\n\n- 2.93.0: o6xc2Ooy1PZFJ7Yv3hRyLw\n- 2.93.1: nAGfgrGsZxZyRQZ13OD-9g\n\n1. Launch Blender.\n2. Blender crashes.\n\n",
"Blender 2.93.3 Mac 11.5.2 crash\nI downloaded blender and I opened it, it says the error message on the bottom.\nCan anybody help me?\n\nProcess: Blender [1321]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.3 (2.93.3 2021-08-18)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [1321]\nUser ID: 501\n\nDate/Time: 2021-08-21 18:08:15.410 +0900\nOS Version: macOS 11.5.2 (20G95)\nReport Version: 12\nAnonymous UUID: ACBC4207-609E-2A1C-2682-1416BA33E7D6\n\n``` lines\nTime Awake Since Boot: 910 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff204f792e __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff205265bd pthread_kill + 263\n2 libsystem_c.dylib \t0x00007fff2047b4a0 __abort + 139\n3 libsystem_c.dylib \t0x00007fff2047b415 abort + 140\n4 libc++abi.dylib \t0x00007fff204e9ef2 abort_message + 241\n5 libc++abi.dylib \t0x00007fff204db5e5 demangling_terminate_handler() + 242\n6 libobjc.A.dylib \t0x00007fff203d4595 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff204e9307 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff204ebbeb __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff204ebbb2 __cxa_throw + 116\n10 org.blenderfoundation.blender \t0x0000000113b1a8f4 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 532\n11 org.blenderfoundation.blender \t0x0000000113b1a652 boost::locale::conv::impl::iconv_to_utf<char>::convert(char const*, char const*) + 18\n12 org.blenderfoundation.blender \t0x0000000113b19a7a boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 138\n13 org.blenderfoundation.blender \t0x0000000113b19dd2 boost::locale::conv::between(char const*, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::locale::conv::method_type) + 50\n14 org.blenderfoundation.blender \t0x0000000113b24846 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1830\n15 org.blenderfoundation.blender \t0x0000000113b2357f boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2703\n16 org.blenderfoundation.blender \t0x0000000113b22a92 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 34\n17 org.blenderfoundation.blender \t0x0000000113b4c8e4 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 2308\n18 org.blenderfoundation.blender \t0x0000000113b22174 boost::locale::localization_backend_manager::impl::actual_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 100\n19 org.blenderfoundation.blender \t0x0000000113b1f12e boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 446\n20 org.blenderfoundation.blender \t0x0000000113b1ef3d boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 61\n21 org.blenderfoundation.blender \t0x000000010b5a6bc7 bl_locale_set + 391\n22 org.blenderfoundation.blender \t0x000000010a609536 BLT_lang_set + 230\n23 org.blenderfoundation.blender \t0x000000010a5a93d2 WM_init + 226\n24 org.blenderfoundation.blender \t0x000000010a07f25a main + 778\n25 libdyld.dylib \t0x00007fff20541f3d start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cc9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2037d16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001112d539f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x00000001112d3e2e 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 17:\n0 libsystem_pthread.dylib \t0x00007fff20522420 start_wqthread + 0\n\nThread 18:\n0 libsystem_pthread.dylib \t0x00007fff20522420 start_wqthread + 0\n\nThread 19:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff204f12f6 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff285e38da caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff285d0836 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff285d0784 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff285d0502 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 \t0x00007fff205268fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff204f130e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff2037cd15 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff2037d145 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff2038b656 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff205268fc _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff20522443 thread_start + 15\n\nThread 21:\n0 libsystem_pthread.dylib \t0x00007fff20522420 start_wqthread + 0\n\nThread 22:\n0 libsystem_pthread.dylib \t0x00007fff20522420 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x00000001220d9e00 rcx: 0x00007ffee5ce7a58 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffee5ce7a80 rsp: 0x00007ffee5ce7a58\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x00000001220d9e00 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff204f792e rfl: 0x0000000000000246 cr2: 0x00000001156cd840\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\nThread 0 instruction stream not available.\n\nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x109f17000 - 0x115d2afff +org.blenderfoundation.blender (2.93.3 - 2.93.3 2021-08-18) <0B975332-04D7-33A5-89C9-CB89C52ABD02> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11c6fe000 - 0x11c76afff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11e718000 - 0x11e71ffff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <6BB3A714-7134-358F-8FB3-C6C72F481C4E> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x122002000 - 0x12209dfff dyld (852.2) <57DB2053-BFD5-3683-97C6-F1DB2A1F1D09> /usr/lib/dyld\n 0x7fff2025e000 - 0x7fff2025ffff libsystem_blocks.dylib (79) <C05B8BD3-ADF0-37BD-BF53-664D03226FD9> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff20260000 - 0x7fff20295fff libxpc.dylib (2038.120.1) <D3D34FC5-2269-399E-A637-4D33E6BAFC64> /usr/lib/system/libxpc.dylib\n 0x7fff20296000 - 0x7fff202adfff libsystem_trace.dylib (1277.120.1) <5B36BE08-BABA-3F2F-934B-B3FFD10A07A3> /usr/lib/system/libsystem_trace.dylib\n 0x7fff202ae000 - 0x7fff2034bfff libcorecrypto.dylib (1000.140.4) <75692EFA-23F5-381B-A2BB-A8C8B78FCFAA> /usr/lib/system/libcorecrypto.dylib\n 0x7fff2034c000 - 0x7fff20378fff libsystem_malloc.dylib (317.140.5) <0AEDABF0-CFF7-3304-9FF8-EB3BBF0801E6> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20379000 - 0x7fff203bdfff libdispatch.dylib (1271.120.2) <B0C73267-1BD9-3BEF-97CC-3B3D295FA58A> /usr/lib/system/libdispatch.dylib\n 0x7fff203be000 - 0x7fff203f7fff libobjc.A.dylib (824) <551C4322-3921-3703-8CC6-1E8E143BB474> /usr/lib/libobjc.A.dylib\n 0x7fff203f8000 - 0x7fff203fafff libsystem_featureflags.dylib (28.60.1) <45D158F7-C4E4-3BDE-A218-AD346686E7AB> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff203fb000 - 0x7fff20483fff libsystem_c.dylib (1439.141.1) <337F746F-8232-3439-BBFF-BAB9C10731F4> /usr/lib/system/libsystem_c.dylib\n 0x7fff20484000 - 0x7fff204d9fff libc++.1.dylib (905.6) <F4EC1A92-1DFC-3228-9868-5377EB375100> /usr/lib/libc++.1.dylib\n 0x7fff204da000 - 0x7fff204effff libc++abi.dylib (905.6) <2F9B5E97-FD54-342A-8233-A5ECCD949F81> /usr/lib/libc++abi.dylib\n 0x7fff204f0000 - 0x7fff2051ffff libsystem_kernel.dylib (7195.141.2) <B51DEA59-1260-35C6-B7B6-AA6D8459ECEC> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff20520000 - 0x7fff2052bfff libsystem_pthread.dylib (454.120.2) <B1A74420-49E9-32FC-BFCB-E53550236A23> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff2052c000 - 0x7fff20567fff libdyld.dylib (852.2) <11007DE4-ABE1-3079-BF1C-4D0EADA884DD> /usr/lib/system/libdyld.dylib\n 0x7fff20568000 - 0x7fff20571fff libsystem_platform.dylib (254.80.2) <6F368391-D41B-3A7E-9992-6000FA985F21> /usr/lib/system/libsystem_platform.dylib\n 0x7fff20572000 - 0x7fff2059dfff libsystem_info.dylib (542.40.3) <3965B574-34FA-3CF8-BB0B-FCEC7DA8C493> /usr/lib/system/libsystem_info.dylib\n 0x7fff2059e000 - 0x7fff20a3bfff com.apple.CoreFoundation (6.9 - 1777.103) <08B48289-1C59-3259-8D49-F1FA51ED53D2> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff20a3c000 - 0x7fff20c71fff com.apple.LaunchServices (1122.41 - 1122.41) <38848652-473A-32BF-AF80-AE71F486FF7E> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20c72000 - 0x7fff20d46fff com.apple.gpusw.MetalTools (1.0 - 1) <DFBAF21A-52CE-3B24-A42E-4693F9C5E39F> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20d47000 - 0x7fff20fa3fff libBLAS.dylib (1336.140.1) <E18A5456-02CF-3D9F-A24A-B7980AA83B4A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20fa4000 - 0x7fff20ff1fff com.apple.Lexicon-framework (1.0 - 86.2) <0E57E9C3-00A8-307E-B2DE-98720083D3E2> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20ff2000 - 0x7fff21060fff libSparse.dylib (106) <70D44B7A-1D2B-39F1-B606-6423E640D950> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff21061000 - 0x7fff210defff com.apple.SystemConfiguration (1.20 - 1.20) <C0C8BDF4-5049-33E3-B9BE-38045B039A47> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff210df000 - 0x7fff21113fff libCRFSuite.dylib (50) <0CBFE708-F55B-3B66-A06A-8BCB9355F169> /usr/lib/libCRFSuite.dylib\n 0x7fff21114000 - 0x7fff2134cfff libmecabra.dylib (929.10) <083F04E5-49A8-397C-8014-7DAD0C55C568> /usr/lib/libmecabra.dylib\n 0x7fff2134d000 - 0x7fff216abfff com.apple.Foundation (6.9 - 1777.103) <EE9FDDA7-9E08-3638-864F-078016F032E3> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff216ac000 - 0x7fff21794fff com.apple.LanguageModeling (1.0 - 247.3) <ABC28543-0920-34BE-98B9-15579E29C396> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21795000 - 0x7fff218cbfff com.apple.CoreDisplay (237.4 - 237.4) <9E2D1EEA-C99A-3406-BC4B-9153DA78B157> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff218cc000 - 0x7fff21b3cfff com.apple.audio.AudioToolboxCore (1.0 - 1181.72) <B89C2EB5-2D51-3A5B-8F18-0794443AAFFC> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff21b3d000 - 0x7fff21d22fff com.apple.CoreText (677.6.0.2 - 677.6.0.2) <B5FB6280-1D27-3889-86CB-FC659D2D16C3> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21d23000 - 0x7fff223b4fff com.apple.audio.CoreAudio (5.0 - 5.0) <3A5F6819-CA35-3C12-870E-325F236FCA20> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff223b5000 - 0x7fff2270cfff com.apple.security (7.0 - 59754.140.13) <DAC1ADE2-4464-3105-B68E-6892E1416455> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff2270d000 - 0x7fff2296cfff libicucore.A.dylib (66112) <0F2D441F-A530-322B-B408-5963ABE0A3DF> /usr/lib/libicucore.A.dylib\n 0x7fff2296d000 - 0x7fff22976fff libsystem_darwin.dylib (1439.141.1) <3D4F1678-BA4A-3318-8DD0-D391F3AB9986> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff22977000 - 0x7fff22c62fff com.apple.CoreServices.CarbonCore (1307.3 - 1307.3) <C778B64D-C4C0-32BC-832C-BB5F0AF04764> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22c63000 - 0x7fff22ca1fff com.apple.CoreServicesInternal (476.1.1 - 476.1.1) <CDEE5153-12AA-3A16-9077-D54E0733DB25> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22ca2000 - 0x7fff22cdcfff com.apple.CSStore (1122.41 - 1122.41) <71140CEC-66B4-3475-84B8-3DEB24167B77> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22cdd000 - 0x7fff22d8bfff com.apple.framework.IOKit (2.0.2 - 1845.120.6) <67BE2B74-A20F-320C-9484-603D141A47AF> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22d8c000 - 0x7fff22d97fff libsystem_notify.dylib (279.40.4) <1AE27156-89B5-3E4A-AB14-A77E91F93DC7> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22d98000 - 0x7fff22de5fff libsandbox.1.dylib (1441.141.1) <37533D5B-1AC4-3E2F-B29B-F33D0C463F49> /usr/lib/libsandbox.1.dylib\n 0x7fff22de6000 - 0x7fff23b31fff com.apple.AppKit (6.9 - 2022.60.128) <8B44AAAB-01A1-30A2-9B1B-CBBBE6DFB82A> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff23b32000 - 0x7fff23d80fff com.apple.UIFoundation (1.0 - 728.9) <82EA11F1-7D9B-39F7-8CCE-C3E2E6CCBE68> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23d81000 - 0x7fff23d93fff com.apple.UniformTypeIdentifiers (637 - 637) <D1C28560-AB0E-3C53-9A2B-0D01815F977E> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23d94000 - 0x7fff23f1efff com.apple.desktopservices (1.21 - 1346.6.1) <FD2F7A55-6308-3495-BC07-A74DDB8F57C9> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff241fe000 - 0x7fff24884fff libnetwork.dylib (2288.140.7) <CEB383A9-3D75-3728-B767-2F3FAEFFFA0C> /usr/lib/libnetwork.dylib\n 0x7fff24885000 - 0x7fff24d23fff com.apple.CFNetwork (1240.0.4 - 1240.0.4) <9256A031-E247-364B-BD8C-6D701A07C85A> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24d24000 - 0x7fff24d32fff libsystem_networkextension.dylib (1295.140.3) <8D9FA7DC-AE37-3C15-B730-B9E3CA879BA7> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24d33000 - 0x7fff24d33fff libenergytrace.dylib (22.100.1) <E36E40AA-BE1B-36C8-979E-66F21A1686B9> /usr/lib/libenergytrace.dylib\n 0x7fff24d34000 - 0x7fff24d90fff libMobileGestalt.dylib (978.140.1) <E5F3370A-09B7-3880-96A9-A2869F0F2949> /usr/lib/libMobileGestalt.dylib\n 0x7fff24d91000 - 0x7fff24da7fff libsystem_asl.dylib (385) <9284A3C6-2AB1-3596-BD6C-0D19C7A0DD99> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24da8000 - 0x7fff24dc0fff com.apple.TCC (1.0 - 1) <B9DD9945-2A59-346D-BCAF-8B3781EE036C> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24dc1000 - 0x7fff25126fff com.apple.SkyLight (1.600.0 - 588.7) <5CE5D2B0-BDA7-3F08-BD50-A37580EF6F03> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff25127000 - 0x7fff257b0fff com.apple.CoreGraphics (2.0 - 1463.16.1) <ECD69252-8C75-3589-BD3E-104DE78AC898> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff257b1000 - 0x7fff258a7fff com.apple.ColorSync (4.13.0 - 3473.4.3) <109E4F48-F6CB-3128-9E00-8CA54AC7ED27> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff258a8000 - 0x7fff25903fff com.apple.HIServices (1.22 - 716) <6E7F240C-BAD6-34BA-8D41-2E0CF04BF089> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff25caa000 - 0x7fff260c9fff com.apple.CoreData (120 - 1048) <28EADAF4-E5F9-3D99-80C9-1C41C0B2664A> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff260ca000 - 0x7fff260dffff com.apple.ProtocolBuffer (1 - 285.24.10.20.1) <E5D16FC2-7200-3208-B540-2F0E59133DFD> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff260e0000 - 0x7fff26293fff libsqlite3.dylib (321.3) <F231D75B-420F-3A69-BC3A-2AFF7781E15C> /usr/lib/libsqlite3.dylib\n 0x7fff26294000 - 0x7fff26310fff com.apple.Accounts (113 - 113) <D3091C11-4823-34D7-829D-DBA3C7616DE1> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff26311000 - 0x7fff26328fff com.apple.commonutilities (8.0 - 900) <CC149848-18D3-3542-9516-6AAD542B928E> /System/Library/PrivateFrameworks/CommonUtilities.framework/Versions/A/CommonUtilities\n 0x7fff26329000 - 0x7fff263a8fff com.apple.BaseBoard (526 - 526) <43C017F2-785C-3B1A-9B75-77CE7D911B34> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff263a9000 - 0x7fff263f1fff com.apple.RunningBoardServices (1.0 - 505.100.8) <1A4FCF53-32D3-3E86-A748-4681AD3DBC89> /System/Library/PrivateFrameworks/RunningBoardServices.framework/Versions/A/RunningBoardServices\n 0x7fff263f2000 - 0x7fff26466fff com.apple.AE (918.6 - 918.6) <9C51A5C3-4443-3E35-9B8B-058522D67014> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff26467000 - 0x7fff2646dfff libdns_services.dylib (1310.140.1) <BB68BA13-9C5E-35B3-BC8D-0A43FDD479B1> /usr/lib/libdns_services.dylib\n 0x7fff2646e000 - 0x7fff26475fff libsystem_symptoms.dylib (1431.140.1) <D2EDA831-DD60-318D-B59E-60429F9BF82F> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff26476000 - 0x7fff26601fff com.apple.Network (1.0 - 1) <54D14297-AAE0-3F91-AB8E-C279835253F4> /System/Library/Frameworks/Network.framework/Versions/A/Network\n 0x7fff26602000 - 0x7fff26631fff com.apple.analyticsd (1.0 - 1) <A44876CA-D5C6-34EA-9BD0-B2055AB2614A> /System/Library/PrivateFrameworks/CoreAnalytics.framework/Versions/A/CoreAnalytics\n 0x7fff26632000 - 0x7fff26634fff libDiagnosticMessagesClient.dylib (112) <73ADCBBF-4E05-3F3B-B6FD-BAA6D027A3AF> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff26635000 - 0x7fff26681fff com.apple.spotlight.metadata.utilities (1.0 - 2150.26) <4E669BF7-7B96-3147-BDCC-97DDB25D8A83> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff26682000 - 0x7fff2671cfff com.apple.Metadata (10.7.0 - 2150.26) <297F20A5-88F2-37EC-916F-10E0256367E1> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff2671d000 - 0x7fff26723fff com.apple.DiskArbitration (2.7 - 2.7) <44EF83F5-B10C-3EB3-BD7E-98ADEC4D4835> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff26724000 - 0x7fff26d8bfff com.apple.vImage (8.1 - 544.4) <6812D055-19BD-321F-B3E3-F51EEF3EBF5B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff26d8c000 - 0x7fff27069fff com.apple.QuartzCore (1.11 - 927.24) <58088A96-989A-37F5-B1AE-757CA4CC7DAF> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff2706a000 - 0x7fff270abfff libFontRegistry.dylib (309) <562EE3DF-A4B8-3601-B5E5-66A247E23C89> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff270ac000 - 0x7fff271ecfff com.apple.coreui (2.1 - 692.1) <34077D62-EC7B-3E65-89F3-7F8CBDAB23AE> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff272d9000 - 0x7fff272e4fff com.apple.PerformanceAnalysis (1.278.3 - 278.3) <2E7C10E8-DF57-3627-A3A0-8A658284FAEF> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff272e5000 - 0x7fff272f4fff com.apple.OpenDirectory (11.5 - 230.40.1) <DB0FB20C-137D-38AF-8F6C-140149735328> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff272f5000 - 0x7fff27314fff com.apple.CFOpenDirectory (11.5 - 230.40.1) <3E73B2D0-2BFD-3BCD-ACB0-FB1835634596> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff27315000 - 0x7fff27321fff com.apple.CoreServices.FSEvents (1290.120.5 - 1290.120.5) <FFEE72E4-B13F-36CC-9CCD-37906AA18A3E> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff27322000 - 0x7fff27346fff com.apple.coreservices.SharedFileList (144 - 144) <5D0C2E87-9DAE-34D3-8CD4-CA797A96E22D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff27347000 - 0x7fff27349fff libapp_launch_measurement.dylib (14.1) <592E974E-B5CA-3403-AFF1-E85B14F5F499> /usr/lib/libapp_launch_measurement.dylib\n 0x7fff2734a000 - 0x7fff27391fff com.apple.CoreAutoLayout (1.0 - 21.10.1) <926B66A6-602C-3983-A98E-8645DE61ADCE> /System/Library/PrivateFrameworks/CoreAutoLayout.framework/Versions/A/CoreAutoLayout\n 0x7fff27392000 - 0x7fff27474fff libxml2.2.dylib (34.10) <069D24D9-19F5-3000-AF25-D7162E74B880> /usr/lib/libxml2.2.dylib\n 0x7fff27475000 - 0x7fff274c2fff com.apple.CoreVideo (1.8 - 414.7) <9EBD539C-AD95-363E-B48C-75DE39D8539A> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff274c3000 - 0x7fff274c5fff com.apple.loginsupport (1.0 - 1) <F9C73D63-FF1C-358D-9C8D-2E61AC47272A> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff274ee000 - 0x7fff27509fff com.apple.UserManagement (1.0 - 1) <209049A9-BA50-336B-B43E-050998B5E33D> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff2847d000 - 0x7fff2848dfff libsystem_containermanager.dylib (318.100.4) <6A824A01-6B4C-30DA-907A-580FD51773B8> /usr/lib/system/libsystem_containermanager.dylib\n 0x7fff2848e000 - 0x7fff2849ffff com.apple.IOSurface (290.8.1 - 290.8.1) <1F429DA5-5C44-3CE7-AB92-A1795C6DC8C9> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff284a0000 - 0x7fff284a9fff com.apple.IOAccelerator (442.9 - 442.9) <411D0577-C20D-32D0-8AFB-D7FA59D3BEDA> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff284aa000 - 0x7fff285cdfff com.apple.Metal (244.303 - 244.303) <385BACC4-E10E-3B01-839A-C1C8323C84E6> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff285ce000 - 0x7fff285eafff com.apple.audio.caulk (1.0 - 70) 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<1A427F92-B95A-3077-853B-09688553DA70> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff30b01000 - 0x7fff30b0afff com.apple.SymptomDiagnosticReporter (1.0 - 79.120.1) <DC724AF6-1C92-3913-B6A7-0AA062AE1792> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff30b1e000 - 0x7fff30b2afff com.apple.AppleIDAuthSupport (1.0 - 1) <A3631052-9D44-308F-BF87-E501AB409692> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff30b2b000 - 0x7fff30bd3fff com.apple.DiscRecording (9.0.3 - 9030.4.5) <367204EF-650E-36BE-8D0F-9DF6E79E5DB0> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff30bd4000 - 0x7fff30c07fff com.apple.MediaKit (16 - 927.40.2) <5198B786-444D-3CA6-85AC-6555688B0DBC> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x7fff30c08000 - 0x7fff30cf3fff com.apple.DiskManagement (14.0 - 1733.140.2) <2D63F3D0-8E51-3337-8EB7-A774020B129C> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x7fff310e1000 - 0x7fff31230fff com.apple.FileProvider (349.4.3 - 349.4.3) <87F799AF-A8B9-31FB-9885-7EBDAEBCECC3> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x7fff31231000 - 0x7fff31253fff com.apple.GenerationalStorage (2.0 - 323) <623FEAF8-671F-3812-9EA4-7B30FFC4AE7D> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff31b8f000 - 0x7fff31bcafff com.apple.DebugSymbols (195.1 - 195.1) <A0FA2F40-271B-3CC7-8083-A34E21093536> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31bcb000 - 0x7fff31c80fff com.apple.CoreSymbolication (12.5 - 64544.81.1) <CE5694DC-0351-3F11-8850-19A9AB721893> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff32b8f000 - 0x7fff32bf2fff com.apple.framework.Apple80211 (17.0 - 1728) <E1BB392A-[D496](D496)-383C-9B5A-08D695D14FD9> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32bf3000 - 0x7fff32d44fff com.apple.CoreWiFi (3.0 - 341) <30F0EC33-A723-3637-BAEE-746E62173413> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff33022000 - 0x7fff33025fff com.apple.help (1.3.8 - 71) <34572384-05BC-3A0A-86CD-267DE196F27A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff33026000 - 0x7fff3302dfff com.apple.EFILogin (2.0 - 2) <B6D754F1-9575-3000-BF81-55B0B7A83804> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff3302e000 - 0x7fff33039fff libcsfde.dylib (554.140.2) <7D24C26A-8165-33ED-8255-43B52148CD29> /usr/lib/libcsfde.dylib\n 0x7fff33278000 - 0x7fff33278fff com.apple.ApplicationServices (48 - 50) <93634C11-D92F-38C7-9A9B-52F39C85FCA4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff3358d000 - 0x7fff3358dfff libHeimdalProxy.dylib (79) <B7E36A80-D5CF-3C92-B71B-AC5B43E2AAFE> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff33640000 - 0x7fff33640fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <097C1991-EEC4-374E-A686-826E479A2A07> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff34610000 - 0x7fff34660fff com.apple.ChunkingLibrary (334.1 - 334.1) <95D77D1F-5373-3C85-BA2A-48923BA260FA> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff35070000 - 0x7fff35073fff com.apple.Cocoa (6.11 - 23) <3922C4E5-1E8F-3FE2-A599-A5D432DF3ADC> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff3650c000 - 0x7fff3652ffff com.apple.openscripting (1.7 - 190) <C576593E-47B1-3CEC-BF3A-E3AF1CF3ED05> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff36530000 - 0x7fff36533fff com.apple.securityhi (9.0 - 55008) <E7151ACB-3746-3577-99D5-A606EE14BAB7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff36534000 - 0x7fff36537fff com.apple.ink.framework (10.15 - 227) <36F85463-06EA-3DF9-BD13-DED04EDA6B07> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff36538000 - 0x7fff3653bfff com.apple.CommonPanels (1.2.6 - 101) <F0A710F4-F7AB-3FC4-A12C-C25A3BD07F57> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff3653c000 - 0x7fff36543fff com.apple.ImageCapture (1711.5.2 - 1711.5.2) <4ED1BDC7-C32A-3C40-A7E6-D16E7260BDD7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3ca9d000 - 0x7fff3caa0fff com.apple.print.framework.Print (15 - 271) <D58D49EE-B123-3053-AEBE-78DD0F6EC66B> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3caa1000 - 0x7fff3caa4fff com.apple.Carbon (160 - 164) <09D6E510-8982-35AC-AE08-1276B69F1781> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3cd57000 - 0x7fff3cd76fff com.apple.private.SystemPolicy (1.0 - 1) <F3DFE619-6CBB-3F1F-A8BC-B733B53AD31F> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d6b4000 - 0x7fff3d6c6fff libmis.dylib (274.140.2) <AAF43CF3-AA45-3247-B281-4436E849D1EC> /usr/lib/libmis.dylib\n 0x7fff4137b000 - 0x7fff41399fff libCGInterfaces.dylib (544.4) <D5D0AD69-E651-3BE2-B87A-4A035DCD9DBF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff556b5000 - 0x7fff556b8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <33BBDFF0-142A-36C2-BF87-9BE9A8CE6543> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5d013000 - 0x7fff5d034fff libKoreanConverter.dylib (90) <4520A47C-38FC-3D07-9212-101508CAF7DA> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib\n 0x7fff6bbfc000 - 0x7fff6bc02fff libCoreFSCache.dylib (200.10) <D26083D4-A370-3C8D-A13E-32D69EBF73EF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6bc03000 - 0x7fff6bc07fff libCoreVMClient.dylib (200.10) <E582E0A3-2898-301C-9B5A-A17978ACFAA7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6bc08000 - 0x7fff6bc17fff com.apple.opengl (18.5.9 - 18.5.9) <149F2F08-3FD7-3271-945C-238BDCAA3133> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6bc18000 - 0x7fff6bc1afff libCVMSPluginSupport.dylib (18.5.9) <97DC9BD9-1BED-3D17-B499-3967775A011C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6bc1b000 - 0x7fff6bc23fff libGFXShared.dylib (18.5.9) <7B502C01-1C03-3388-878B-A0A85223F3A5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6bc24000 - 0x7fff6bc57fff libGLImage.dylib (18.5.9) <2CCBC785-6F45-33DE-B790-066AF4C69048> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6bc58000 - 0x7fff6bc94fff libGLU.dylib (18.5.9) <53602650-F093-334F-9D96-2B4FE2359E7A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6be29000 - 0x7fff6be33fff libGL.dylib (18.5.9) <9E1A856D-[D393](D393)-3FDC-ABDF-E29282A6B83E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6d273000 - 0x7fff6d2cbfff com.apple.opencl (4.6 - 4.6) <5FD1A8D9-17B9-316B-8CA4-6BE553B936CE> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ec60000 - 0x7fff6ec82fff com.apple.audio.OpenAL (1.8 - 1.8) <95FD7F9C-0F38-3113-9F5F-7F39C1A646EA> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=931.0M resident=0K(0%) swapped_out_or_unallocated=931.0M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nActivity Tracing 256K 1 \nCG backing stores 5760K 6 \nCoreUI image data 152K 1 \nKernel Alloc Once 8K 1 \nMALLOC 323.2M 45 \nMALLOC guard page 24K 5 \nMALLOC_MEDIUM (reserved) 1.2G 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 92K 23 \nStack 12.2M 23 \nVM_ALLOCATE 68K 16 \n__DATA 65.0M 294 \n__DATA_CONST 11.6M 170 \n__DATA_DIRTY 540K 97 \n__FONT_DATA 4K 1 \n__LINKEDIT 553.1M 8 \n__OBJC_RO 70.2M 1 \n__OBJC_RW 2496K 2 \n__TEXT 378.0M 296 \n__UNICODE 588K 1 \nmapped file 72.1M 13 \nshared memory 744K 13 \n**=======**\nTOTAL 3.0G 1028 \nTOTAL, minus reserved VM space 1.5G 1028 \n\nModel: iMac19,1, BootROM 1554.140.20.0.0, 8 processors, 8-Core Intel Core i9, 3.6 GHz, 40 GB, SMC 2.46f13\nGraphics: kHW_AMDRadeonPro575XItem, Radeon Pro 575X, spdisplays_pcie_device, 4 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, Samsung, M471A2K43CB1-CTD\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, Samsung, M471A2K43CB1-CTD\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Jul 7 2021 02:34:10 version 9.30.444.17.32.5.70 FWID 01-4075fabc\nBluetooth: Version 8.0.5d7, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en1\nUSB Device: USB 3.1 Bus\nUSB Device: My Passport 25E1\nUSB Device: FaceTime HD Camera (Built-in)\nThunderbolt Bus: iMac, Apple Inc., 47.5```",
"can't run blender\nOperating system: macOS 11.5.2 (20G95)\nApple iMac (24-inch, M1, 2021)\n\nBroken: 3.0.0 (3.0.0 2021-07-30)\nWorked: 2.83.16\n\nTime Awake Since Boot: 160000 seconds\nTime Since Wake: 14000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\n1. run blender\n2. error.",
"2.93: Crash on system with a non-English locale\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.0\n\nWhen I open first Blender on the system which the locale set to Korean, the program just shut down and report error message.\n\nSet system locale Korean, and just start Blender program at first time on the system.\n\nWhen I started the program after changing system locale to English, the program worked normally. After that, I changed the locale of Blender program to Korean inside the program, then error didn't occur.\nAnd I closed the program, and changed again the system locale to Korean, and open Blender program, and the error didn't occur. I guess the error occurs only when first open the Blender program that is not initialized on Korean system.\n\nCrash report from #88845: [blender crash.rtf](blender_crash.rtf)",
"2.93 ARM64 Beta Crashes from startup on MacOS 11.4 Beta\n2.93 ARM64 Beta gets crashes on startup on MacOS 11.4 Beta + MacBookPro M1 base model.\nSpecific build version is current daily build. April, 19-2.93.0-c75b2019e101.\n\nBy the way, official build 2.92 works fine.\nand here's the full crash log.\n\n```\nProcess: Blender [9332]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.0 (2.93.0 2021-04-19)\nCode Type: ARM-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [9332]\nUser ID: 501\n\nDate/Time: 2021-05-12 10:50:23.812 +0900\nOS Version: macOS 11.4 (20F5046g)\nReport Version: 12\nAnonymous UUID: DC7A5F50-5974-E457-91C2-D11DB53F8EE6\n\nSleep/Wake UUID: 82DBE68B-D77D-46F5-A871-E712D3DB131E\n\nTime Awake Since Boot: 31000 seconds\nTime Since Wake: 2100 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x0000000191cf0e48 __pthread_kill + 8\n1 libsystem_pthread.dylib \t0x0000000191d2343c pthread_kill + 292\n2 libsystem_c.dylib \t0x0000000191c6b4e0 __abort + 116\n3 libsystem_c.dylib \t0x0000000191c6b46c abort + 116\n4 libc++abi.dylib \t0x0000000191ce1b44 abort_message + 132\n5 libc++abi.dylib \t0x0000000191cd2e3c demangling_terminate_handler() + 284\n6 libobjc.A.dylib \t0x0000000191bcbca4 _objc_terminate() + 160\n7 libc++abi.dylib \t0x0000000191ce0f2c std::__terminate(void (*)()) + 20\n8 libc++abi.dylib \t0x0000000191ce3c0c __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 36\n9 libc++abi.dylib \t0x0000000191ce3bb8 __cxa_throw + 140\n10 org.blenderfoundation.blender \t0x000000010912f184 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 528\n11 org.blenderfoundation.blender \t0x000000010912e2e8 boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 144\n12 org.blenderfoundation.blender \t0x000000010913897c boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1608\n13 org.blenderfoundation.blender \t0x00000001091378e4 boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2452\n14 org.blenderfoundation.blender \t0x0000000109136edc boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 36\n15 org.blenderfoundation.blender \t0x0000000109161434 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 1684\n16 org.blenderfoundation.blender \t0x0000000109133b88 boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 440\n17 org.blenderfoundation.blender \t0x000000010913399c boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 68\n18 org.blenderfoundation.blender \t0x00000001034f4168 bl_locale_set + 360\n19 org.blenderfoundation.blender \t0x0000000102811994 BLT_lang_set + 240\n20 org.blenderfoundation.blender \t0x00000001027bef64 WM_init + 224\n21 org.blenderfoundation.blender \t0x00000001023c8d74 main + 808\n22 libdyld.dylib \t0x0000000191d41420 start + 4\n\nThread 1:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 2:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 3:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 4:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 5:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 6:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 7:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 8:\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 libdispatch.dylib \t0x0000000191b743f8 _dispatch_sema4_wait + 28\n2 libdispatch.dylib \t0x0000000191b74abc _dispatch_semaphore_wait_slow + 132\n3 org.blenderfoundation.blender \t0x0000000106f7609c IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 64\n4 org.blenderfoundation.blender \t0x0000000106f74ca4 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*) + 64\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 9:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x0000000191ce8df0 semaphore_wait_trap + 8\n1 com.apple.audio.caulk \t0x0000000199a99934 caulk::mach::semaphore::wait_or_error() + 28\n2 com.apple.audio.caulk \t0x0000000199a836e0 caulk::semaphore::timed_wait(double) + 168\n3 com.apple.audio.caulk \t0x0000000199a835cc caulk::concurrent::details::worker_thread::run() + 44\n4 com.apple.audio.caulk \t0x0000000199a8330c 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*) + 96\n5 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n6 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 12:\n0 libsystem_kernel.dylib \t0x0000000191ce8e08 semaphore_timedwait_trap + 8\n1 libdispatch.dylib \t0x0000000191b74474 _dispatch_sema4_timedwait + 64\n2 libdispatch.dylib \t0x0000000191b74a84 _dispatch_semaphore_wait_slow + 76\n3 libdispatch.dylib \t0x0000000191b85430 _dispatch_worker_thread + 304\n4 libsystem_pthread.dylib \t0x0000000191d23878 _pthread_start + 320\n5 libsystem_pthread.dylib \t0x0000000191d1e5e0 thread_start + 8\n\nThread 13:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 14:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 15:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 16:\n0 libsystem_pthread.dylib \t0x0000000191d1e5cc start_wqthread + 0\n\nThread 0 crashed with ARM Thread State (64-bit):\n x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000\n x4: 0x0000000000000000 x5: 0x0000000000989680 x6: 0x0000000000000064 x7: 0x0000000000000300\n x8: 0x4973dfb0b4699048 x9: 0x4973dfb1a5f76d08 x10: 0x00000000000003e8 x11: 0x0000000000000004\n x12: 0x0000000000000000 x13: 0x0000000000000001 x14: 0x0000000000000010 x15: 0x0000000000000000\n x16: 0x0000000000000148 x17: 0x0000000200c1ee90 x18: 0x0000000115b273bc x19: 0x0000000000000006\n x20: 0x00000001119efd40 x21: 0x0000000000000103 x22: 0x00000001119efe20 x23: 0x0000000149643660\n x24: 0x0000000000000040 x25: 0x000000016dbd3088 x26: 0x0000000000000002 x27: 0x000000000000005c\n x28: 0x0000000000000030 fp: 0x000000016dbd2a90 lr: 0x0000000191d2343c\n sp: 0x000000016dbd2a70 pc: 0x0000000191cf0e48 cpsr: 0x40000000\n far: 0x0000000110fe2684 esr: 0x56000080\n\n\nBinary Images:\n 0x10222c000 - 0x10b3c7fff +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-19) <44CF8416-B071-3102-872D-4111E49341B8> /Applications/Blender.app/Contents/MacOS/Blender\n 0x111734000 - 0x111797fff +libomp.dylib (0) <86EC26AD-86C9-39D7-9666-90CC1FFF8605> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x111934000 - 0x1119b3fff dyld (851.27) <339EDF59-EF26-3EEF-8B67-82BE83D98224> /usr/lib/dyld\n 0x191a7e000 - 0x191a7ffff libsystem_blocks.dylib (79) <2CED50D9-55BC-33F8-ADA9-4C630E48C42A> /usr/lib/system/libsystem_blocks.dylib\n 0x191a80000 - 0x191ab7fff libxpc.dylib (2038.100.48) <F304C08D-A098-3C01-B823-437A09B279A2> /usr/lib/system/libxpc.dylib\n 0x191ab8000 - 0x191acffff libsystem_trace.dylib (1277.120.1) <888E6227-F5B6-3FFD-B42E-F3783BAAD74A> /usr/lib/system/libsystem_trace.dylib\n 0x191ad0000 - 0x191b43fff libcorecrypto.dylib (1000.120.1) <DAABADB9-C651-3B63-ABE5-CBE6134AFFEF> /usr/lib/system/libcorecrypto.dylib\n 0x191b44000 - 0x191b6ffff libsystem_malloc.dylib (317.100.9.111.1) <E8EBD657-10CE-368D-BD74-D8C3F07BDC84> /usr/lib/system/libsystem_malloc.dylib\n 0x191b70000 - 0x191bb4fff libdispatch.dylib (1271.120.1) <6EC996CA-9F27-3AD2-936A-793E3753B908> /usr/lib/system/libdispatch.dylib\n 0x191bb5000 - 0x191beefff libobjc.A.dylib (824) <343E8C55-BF34-3567-B795-4D21CB358199> /usr/lib/libobjc.A.dylib\n 0x191bef000 - 0x191bf1fff libsystem_featureflags.dylib (28.60.1) <D8285F60-D29F-3D75-9DAB-8D0430E025C2> /usr/lib/system/libsystem_featureflags.dylib\n 0x191bf2000 - 0x191c73fff libsystem_c.dylib (1439.100.3) <30CBC13C-DD0D-3F0F-8920-B5916BE25B35> /usr/lib/system/libsystem_c.dylib\n 0x191c74000 - 0x191ccffff libc++.1.dylib (905.6) <632294A8-E3B8-3236-9A94-987D6926092C> /usr/lib/libc++.1.dylib\n 0x191cd0000 - 0x191ce7fff libc++abi.dylib (905.6) <8B6F0D27-CE69-34A8-AAE0-11692319C356> /usr/lib/libc++abi.dylib\n 0x191ce8000 - 0x191d1bfff libsystem_kernel.dylib (7195.120.38.111.1) <E924BEF2-0A38-3AEE-8EA9-C21689C4EAC5> /usr/lib/system/libsystem_kernel.dylib\n 0x191d1c000 - 0x191d28fff libsystem_pthread.dylib (454.120.1) <4FC8BC50-13F5-3060-85B7-0EB4780A1743> /usr/lib/system/libsystem_pthread.dylib\n 0x191d29000 - 0x191d6afff libdyld.dylib (851.27) <0BEDEA15-64BB-3F0B-9B30-9120B3AB5073> /usr/lib/system/libdyld.dylib\n 0x191d6b000 - 0x191d71fff libsystem_platform.dylib (254.80.2) <AA657FC3-38C2-3C1B-97C3-30FB26D137A5> /usr/lib/system/libsystem_platform.dylib\n 0x191d72000 - 0x191d9dfff libsystem_info.dylib (542.40.3) <E174A7F8-F02F-3C01-BA3D-1E4C4E76A581> /usr/lib/system/libsystem_info.dylib\n 0x191d9e000 - 0x19224cfff com.apple.CoreFoundation (6.9 - 1776.101) <F195FE40-2A56-3616-AD09-5B2800F8D680> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x19224d000 - 0x192484fff com.apple.LaunchServices (1122.36 - 1122.36) <C0FB8957-8CAD-3CA0-B1AE-03BA9AB74CD8> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x192485000 - 0x19255efff com.apple.gpusw.MetalTools (1.0 - 1) <97547801-31DE-3530-95FB-81C417A13FA1> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x19255f000 - 0x1927c9fff libBLAS.dylib (1336.101.1) <6B1D986A-82C8-3A2C-8F7C-E56CC3142502> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x1927ca000 - 0x192814fff com.apple.Lexicon-framework (1.0 - 86.2) <29806734-1740-387C-B29C-6B318B4E9944> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x192815000 - 0x192878fff libSparse.dylib (106) <72926215-C598-355F-88C9-4CDDD33BF4B9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x192879000 - 0x192900fff com.apple.SystemConfiguration (1.20 - 1.20) <4A4B8948-C1C0-3F0A-90F5-D2E299604E11> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x192901000 - 0x192934fff libCRFSuite.dylib (50) <71114FAA-0C0B-3760-AE5A-F354CAF4D047> /usr/lib/libCRFSuite.dylib\n 0x192935000 - 0x192b63fff libmecabra.dylib (929.9) <89D395B6-586B-30E7-8DEF-1FA106D52267> /usr/lib/libmecabra.dylib\n 0x192b64000 - 0x192eeffff com.apple.Foundation (6.9 - 1776.101) <58F1E2E6-5998-3D3A-BABE-EB1E12306997> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x192ef0000 - 0x192fdffff com.apple.LanguageModeling (1.0 - 247.3) <7C470214-EA8E-347E-95BC-7DFB5E90F1F0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x192fe0000 - 0x193102fff com.apple.CoreDisplay (236.4 - 236.4) <472BE30C-A9CB-3DE6-9B9D-0C9F140494B5> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x193103000 - 0x193366fff com.apple.audio.AudioToolboxCore (1.0 - 1181.64) <74888403-4690-3F20-94F0-18CC6B7831BC> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x193367000 - 0x193536fff com.apple.CoreText (677.5.0.3 - 677.5.0.3) <ADA16F61-9DEA-3143-AF37-0CF6A505E51C> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x193537000 - 0x193b51fff com.apple.audio.CoreAudio (5.0 - 5.0) <E23DC572-59CE-3222-B7E6-CA98573CC295> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x193b52000 - 0x193eb5fff com.apple.security (7.0 - 59754.120.9) <63F64CF4-2AFD-360F-BA35-176615F79D90> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x193eb6000 - 0x194127fff libicucore.A.dylib (66112) <8A16DBEE-4A05-3348-B2ED-54617EF58F11> /usr/lib/libicucore.A.dylib\n 0x194128000 - 0x194132fff libsystem_darwin.dylib (1439.100.3) <B4565E40-67C8-373C-80DF-947799DB2776> /usr/lib/system/libsystem_darwin.dylib\n 0x194133000 - 0x194426fff com.apple.CoreServices.CarbonCore (1307.2 - 1307.2) <B4F3D631-0CF3-3911-A068-65907E1276C8> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x194427000 - 0x194462fff com.apple.CoreServicesInternal (476.1.1 - 476.1.1) <1965E61F-ACAC-345E-ABB9-1E2448ED9BD8> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x194463000 - 0x19449efff com.apple.CSStore (1122.36 - 1122.36) <B3952F41-9A7A-39E5-AAE0-8695C4DFFC94> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x19449f000 - 0x19456afff com.apple.framework.IOKit (2.0.2 - 1845.120.5) <01D52842-7ADB-345D-B84E-60344FBB6DB3> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x19456b000 - 0x194576fff libsystem_notify.dylib (279.40.4) <80E87E4F-1567-3F00-BDE7-8273B41CA055> /usr/lib/system/libsystem_notify.dylib\n 0x194577000 - 0x1945c4fff libsandbox.1.dylib (1441.120.3) <416AACAB-855A-36BA-8FC9-525D09CBE905> /usr/lib/libsandbox.1.dylib\n 0x1945c5000 - 0x195304fff com.apple.AppKit (6.9 - 2022.50.104) <17F58B9C-0612-3CB8-B765-B306F06283FE> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x195305000 - 0x19552bfff com.apple.UIFoundation (1.0 - 728.7) <B3E73C57-A564-3657-A1E1-F1E60894195E> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x19552c000 - 0x19553efff com.apple.UniformTypeIdentifiers (636.9 - 636.9) <3149CCF8-A6BC-37C0-B2F9-A21C1CDF2DA6> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x19553f000 - 0x1956a9fff com.apple.desktopservices (1.20 - 1346.5.1) <4E96CCCF-C226-3953-9E2F-AA0CDC7A13DC> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x195976000 - 0x1960b7fff libnetwork.dylib (2288.120.5) <22F5C582-BD00-3297-AF4D-8FA7185E0FBC> /usr/lib/libnetwork.dylib\n 0x1960b8000 - 0x196540fff com.apple.CFNetwork (1240.0.1 - 1240.0.1) <4C06A841-97B1-3B46-B376-03E383709D61> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x196541000 - 0x196550fff libsystem_networkextension.dylib (1295.120.5) <BB5691DB-71A5-3EE9-98F3-9FED1072CBD0> /usr/lib/system/libsystem_networkextension.dylib\n 0x196551000 - 0x196552fff libenergytrace.dylib (22.100.1) <DD882EE3-2743-3E93-8F0B-909EF31A20EA> /usr/lib/libenergytrace.dylib\n 0x196553000 - 0x1965a5fff libMobileGestalt.dylib (978.120.1) <D13EA97B-C4F2-3499-BF4D-B2DB43DEE75E> /usr/lib/libMobileGestalt.dylib\n 0x1965a6000 - 0x1965bdfff libsystem_asl.dylib (385) <97FF7122-7363-3A4A-ACA1-D187F59B9017> /usr/lib/system/libsystem_asl.dylib\n 0x1965be000 - 0x1965d7fff com.apple.TCC (1.0 - 1) <131655EA-7559-3795-91F4-B55CF6720C48> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x1965d8000 - 0x196942fff com.apple.SkyLight (1.600.0 - 586) <61850B0C-7A24-3F87-A8AD-23CF55B0C74A> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x196943000 - 0x196f30fff com.apple.CoreGraphics (2.0 - 1463.14.2) <46E3D40A-B5A7-391B-8EED-64D6938F78A4> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x196f31000 - 0x197026fff com.apple.ColorSync (4.13.0 - 3473.4.3) <E14A5DA5-486D-3D42-A1D4-8FB76BC6E1C0> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x197027000 - 0x197082fff com.apple.HIServices (1.22 - 715) <BAED71F0-107D-3674-AC30-E7FD0E0DBDA0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x1973dc000 - 0x197784fff com.apple.CoreData (120 - 1048) <0E3F15FB-2089-30A9-8630-86C8C6F4490D> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x197785000 - 0x19779bfff com.apple.ProtocolBuffer (1 - 285.24.10.20.1) <826FBECC-F1FF-38FF-9DFD-1FBC85EB6D54> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x19779c000 - 0x197939fff libsqlite3.dylib (321.3) <AFACE79D-E5C7-33A2-8426-D936D49E3742> /usr/lib/libsqlite3.dylib\n 0x19793a000 - 0x1979aefff com.apple.Accounts (113 - 113) <F74FABDD-7EB7-3AF8-A26F-DD06F946B9BA> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x1979af000 - 0x1979c5fff com.apple.commonutilities (8.0 - 900) <AAECA736-B6D4-3E4B-B8C1-6E47D2E955CA> 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<1E8126CB-911D-31F9-A103-002553CDB0FE> /usr/lib/libresolv.9.dylib\n 0x19e74c000 - 0x19e82bfff libSMC.dylib (20) <15B0366D-FFCD-3576-93B5-FEB652812B92> /usr/lib/libSMC.dylib\n 0x19e82c000 - 0x19e889fff libcups.2.dylib (494.1) <8B22B88C-DD0C-3482-8413-1B84D2399A78> /usr/lib/libcups.2.dylib\n 0x19e88a000 - 0x19e89dfff com.apple.LangAnalysis (1.7.0 - 254) <B15D7F8D-689C-3030-B335-974503B9869A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x19e89e000 - 0x19e8aafff com.apple.NetAuth (6.2 - 6.2) <D483D1A2-4435-3543-AA50-D65FA0C999DD> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x19e8ab000 - 0x19e8b2fff com.apple.ColorSyncLegacy (4.13.0 - 1) <FFE793E7-A8EA-3A49-8288-DBFE2CCEDD8D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x19e8b3000 - 0x19e8befff com.apple.QD (4.0 - 416) <412A2EF3-042A-338B-9340-1426098A5462> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x19e8bf000 - 0x19eeaffff com.apple.audio.AudioResourceArbitration (1.0 - 1) <DB9897F3-9302-3417-9D3D-18CDD2FA3431> /System/Library/PrivateFrameworks/AudioResourceArbitration.framework/Versions/A/AudioResourceArbitration\n 0x19eeb0000 - 0x19eebbfff com.apple.perfdata (1.0 - 67.40.1) <0B3751C5-7F5B-3599-8245-8ABBC83B14F6> /System/Library/PrivateFrameworks/perfdata.framework/Versions/A/perfdata\n 0x19eebc000 - 0x19eec9fff libperfcheck.dylib (41) <E0F21E0A-3D49-3965-AD80-24E21CBF9D1F> /usr/lib/libperfcheck.dylib\n 0x19eeca000 - 0x19eedafff com.apple.Kerberos (3.0 - 1) <719C9664-CBB8-3880-8244-FC432F819267> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x19eedb000 - 0x19ef22fff com.apple.GSS (4.0 - 2.0) <6DE570C1-5883-3AAC-A2BE-C6EADE643B7C> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x19ef23000 - 0x19ef32fff com.apple.CommonAuth (4.0 - 2.0) <084F6AB9-317C-3BED-8096-033B4AD89F4E> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x19ef86000 - 0x19efa3fff com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <3C06DB73-1B86-36C0-BE35-536790EB44EC> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x19efa4000 - 0x19efacfff com.apple.CorePhoneNumbers (1.0 - 1) <BB191DDA-D03B-3A0C-8F62-AC3D82942A74> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x19f0f8000 - 0x19f0f8fff liblaunch.dylib (2038.100.48) <DF8E3F7B-AF35-391A-BF64-080236A90CAF> /usr/lib/system/liblaunch.dylib\n 0x19f8a7000 - 0x19f9e3fff com.apple.Sharing (1620 - 1620) <32AA747C-8806-36E8-BE93-13C7C79C93E7> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x19f9e4000 - 0x19facefff com.apple.Bluetooth (8.0.5 - 8.0.5d3) <08B22D07-D6F4-360F-B8FA-21005A56B4F7> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x19fae7000 - 0x19fb3ffff com.apple.ProtectedCloudStorage (1.0 - 1) <E0F4E066-5B2B-3DE3-88F8-196A25B7E416> /System/Library/PrivateFrameworks/ProtectedCloudStorage.framework/Versions/A/ProtectedCloudStorage\n 0x1a1333000 - 0x1a135afff com.apple.RemoteViewServices (2.0 - 163) <2CD5F397-A4D0-3A88-9DB9-8FFB7C40878D> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x1a135b000 - 0x1a136afff com.apple.SpeechRecognitionCore (6.1.23 - 6.1.23) <DCC312CE-8AC8-351B-9ABA-0CFD1586FA02> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x1a136b000 - 0x1a1372fff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <3F5F16E6-61A3-33C9-9604-9B86A5343D00> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x1a15a1000 - 0x1a15a1fff libsystem_product_info_filter.dylib (8.40.1) <D7907F14-A973-36D2-8565-4E4655EC44E2> /usr/lib/system/libsystem_product_info_filter.dylib\n 0x1a1674000 - 0x1a1674fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <31320A8A-4011-3A35-9960-3C22B56578D1> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x1a1696000 - 0x1a1696fff com.apple.CoreServices (1122.36 - 1122.36) <AB0BA3BB-BAAB-3161-A3DD-301537FA9C8B> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x1a1852000 - 0x1a1852fff com.apple.Accelerate (1.11 - Accelerate 1.11) <71EB3025-AFEA-3D12-8403-18A582480B45> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x1a20af000 - 0x1a210afff com.apple.CoreBluetooth (1.0 - 1) <B8721393-648B-30E6-BDA1-06ABF1B883B8> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x1a210b000 - 0x1a2115fff com.apple.SymptomDiagnosticReporter (1.0 - 79.120.1) <61B02625-779B-3AB7-96F3-F4108EA490CB> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x1a212a000 - 0x1a2135fff com.apple.AppleIDAuthSupport (1.0 - 1) <A7518B2F-E662-3F07-BA7B-61BBA70573BA> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x1a2136000 - 0x1a21eafff com.apple.DiscRecording (9.0.3 - 9030.4.5) <CF92C988-0364-3538-8EEB-50E768E0C941> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x1a21eb000 - 0x1a221efff com.apple.MediaKit (16 - 927.40.2) <C4891330-2CE9-37B8-9254-469E2E6AEDC1> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x1a221f000 - 0x1a22fffff com.apple.DiskManagement (14.0 - 1733.100.4) <D55B3144-84CF-3192-A1BA-9E0BE1E5D16B> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x1a2340000 - 0x1a2496fff com.apple.FileProvider (348.5.2 - 348.5.2) <C08E6657-396D-3D1A-B1F7-E5A5FECB33B8> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x1a2497000 - 0x1a24b9fff com.apple.GenerationalStorage (2.0 - 323) <67CAFC6C-6C05-3AC2-B51F-A0235E1F802F> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x1a2e70000 - 0x1a2eaafff com.apple.DebugSymbols (195.1 - 195.1) <C2BE0C8B-D71C-3012-A996-9236EE9671FB> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x1a2eab000 - 0x1a2f5cfff com.apple.CoreSymbolication (12.5 - 64544.69.1) <A8DDC912-FEC9-34B5-8F18-0B54FD62CED8> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x1a3e48000 - 0x1a3ea7fff com.apple.framework.Apple80211 (17.0 - 1728) <A43BEA13-584F-37DF-B65C-09A7A9F2EC56> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x1a3ea8000 - 0x1a3fd3fff com.apple.CoreWiFi (3.0 - 341) <E8F92CEF-6DD8-3C1F-9D5E-EACA1DB12910> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x1a42ac000 - 0x1a42affff com.apple.help (1.3.8 - 71) <3DBF2D52-ABDD-3C4F-8C37-CF83D3B358E0> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x1a42b0000 - 0x1a42b7fff com.apple.EFILogin (2.0 - 2) <06DF3E40-AF44-3166-8B6E-70AF19F7C287> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x1a42b8000 - 0x1a42c3fff libcsfde.dylib (554) <83676304-860B-3549-BA97-CEF4038A5D89> /usr/lib/libcsfde.dylib\n 0x1a44f6000 - 0x1a44f6fff com.apple.ApplicationServices (48 - 50) <E2DEB08B-6BA2-3E10-AAD7-D6591D314CC2> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x1a47e6000 - 0x1a47e6fff libHeimdalProxy.dylib (79) <6BF8928C-CF16-3268-943D-685C2E2E0221> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x1a488d000 - 0x1a488dfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <9509047A-2346-3D7A-8CC7-905F251C815B> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x1a51fb000 - 0x1a5201fff com.apple.ASEProcessing (1.26.0 - 1.26.0) <53DEC230-187C-3F4B-8444-D3218C4A9774> /System/Library/PrivateFrameworks/ASEProcessing.framework/Versions/A/ASEProcessing\n 0x1a6178000 - 0x1a617bfff com.apple.Cocoa (6.11 - 23) <0F705E7C-094F-3DCD-9844-28C317968DA7> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x1a66a7000 - 0x1a66aafff com.apple.IOSurfaceAccelerator (1.0.0 - 1.0.0) <0ED40CA5-4630-30C1-8269-760F07254019> /System/Library/PrivateFrameworks/IOSurfaceAccelerator.framework/Versions/A/IOSurfaceAccelerator\n 0x1a76ff000 - 0x1a7726fff com.apple.openscripting (1.7 - 190) <2581CA4F-1078-373A-AEC9-A37BB6AB1C7A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x1a7727000 - 0x1a772afff com.apple.securityhi (9.0 - 55008) <8600AC67-C075-3589-9133-0FF756478C02> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x1a772b000 - 0x1a772efff com.apple.ink.framework (10.15 - 227) <D6511362-CB24-3D1A-90DA-3B328AA4B8B0> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x1a772f000 - 0x1a7732fff com.apple.CommonPanels (1.2.6 - 101) <4A1FA67E-4465-3526-8B51-B27E2D75C7D4> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x1a7733000 - 0x1a773afff com.apple.ImageCapture (1711.5.1 - 1711.5.1) <3A2FA348-7788-3CCE-9D8D-38082EF36290> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x1ada2c000 - 0x1ada2ffff com.apple.print.framework.Print (15 - 271) <608B63C4-B09D-3AB7-9FBA-E8D19B327883> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x1ada30000 - 0x1ada33fff com.apple.Carbon (160 - 164) <201024F3-8E53-389C-941D-252ADD8A6837> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x1adcfa000 - 0x1add16fff com.apple.private.SystemPolicy (1.0 - 1) <A34EC131-895E-399F-A364-0D4D733468BE> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x1ae681000 - 0x1ae693fff libmis.dylib (274.120.2) <2929DB14-04E5-3850-A2BC-4D5BD87AC39A> /usr/lib/libmis.dylib\n 0x1b204a000 - 0x1b2063fff libCGInterfaces.dylib (544.4) <88487307-BD9D-3504-A10D-5432E3C4CAE4> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x1c5c8b000 - 0x1c5c8efff com.apple.ForceFeedback (1.0.6 - 1.0.6) <01FD8CDE-62B1-376A-B264-731D90EC87F3> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x1cdc27000 - 0x1cdc4cfff libKoreanConverter.dylib (90) <B2018C0B-666B-3023-B163-86A20FF32963> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib\n 0x1d42d1000 - 0x1d42d7fff libCoreFSCache.dylib (200.8) <52F5662B-95C9-336F-831A-19DB2F71083C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x1d42d8000 - 0x1d42ddfff libCoreVMClient.dylib (200.8) <FC5A0CC0-8A28-3BC7-9D05-6017C0EC6A74> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x1d42de000 - 0x1d42edfff com.apple.opengl (18.5.8 - 18.5.8) <A22D5F11-17FF-31E9-84DA-54D03277A207> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x1d42ee000 - 0x1d42f0fff libCVMSPluginSupport.dylib (18.5.8) <5F3A8682-E665-3FC7-891D-50EA51F4739A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x1d42f1000 - 0x1d42f9fff libGFXShared.dylib (18.5.8) <2C0617B2-21F0-3D68-A614-76D6CED049B6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x1d42fa000 - 0x1d4332fff libGLImage.dylib (18.5.8) <BC775E59-040A-354D-BE44-D67EBCB50054> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x1d4333000 - 0x1d436bfff libGLU.dylib (18.5.8) <FCBA1FF8-DA58-3590-A85F-C12C89C6DFF1> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x1d44d9000 - 0x1d44e3fff libGL.dylib (18.5.8) <AAC1D423-753E-302E-9905-41B7C5000D83> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x1d4677000 - 0x1d46d6fff com.apple.opencl (4.5 - 4.5) <93299FE3-0BF7-36B5-9501-08EEC05AD3A2> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x1d5e6b000 - 0x1d5e8efff com.apple.audio.OpenAL (1.8 - 1.8) <DF6C2066-65C9-35E6-919F-2702227D4088> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\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=860.4M resident=0K(0%) swapped_out_or_unallocated=860.4M(100%)\nWritable regions: Total=612.2M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=612.2M(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nActivity Tracing 256K 1 \nCG backing stores 3840K 6 \nCoreGraphics 16K 1 \nCoreUI image data 160K 1 \nKernel Alloc Once 32K 1 \nMALLOC 200.9M 33 \nMALLOC guard page 64K 3 \nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 272K 17 \nStack 9728K 17 \nVM_ALLOCATE 1.0G 12 \n__AUTH 586K 132 \n__AUTH_CONST 8617K 279 \n__DATA 51.5M 269 \n__DATA_CONST 15.2M 278 \n__DATA_DIRTY 598K 98 \n__FONT_DATA 4K 1 \n__LINKEDIT 536.1M 5 \n__OBJC_CONST 1155K 110 \n__OBJC_RO 75.0M 1 \n__OBJC_RW 2576K 1 \n__TEXT 324.3M 296 \n__UNICODE 588K 1 \nmapped file 72.3M 13 \nshared memory 912K 15 \n=========== ======= ======= \nTOTAL 2.6G 1592 \nTOTAL, minus reserved VM space 2.3G 1592 \n\nModel: MacBookPro17,1, BootROM 6723.120.33.0.1, proc 8:4:4 processors, 8 GB, SMC \nGraphics: kHW_AppleM1Item, Apple M1, spdisplays_builtin\nMemory Module: LPDDR4\nAirPort: spairport_wireless_card_type_airport_extreme, wl0: Apr 5 2021 17:07:06 version 18.50.40.6.7.8.118 FWID 01-cf679ea7\nBluetooth: Version 8.0.5d3, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nThunderbolt Bus: MacBook Pro, Apple Inc.\nThunderbolt Bus: MacBook Pro, Apple Inc.\n```",
"Latest Blender 2.93.1 LTS Crashes on Startup (MacOS)\nMacOS Big Sur(11.5)\nRetina 5K, 27-inch, 2019\nProcesser : 3.6 GHz 8Core Intel Core i9\nMemory : 32 GB 2667 MHz DDR4\nGraphics: Radeon Pro Vega 48 8 GB\n\n\nBroken: blender-2.93.1-macos-x64\nWorked: None\n\n\nTrying to startup Blender 2.93.1 LTS but it immediately Crashes.\nI downloaded Macos Bic sur today for this problem(it was catalina before), but it fails again.\n\n\n\nProcess: Blender [3230]\nPath: /Volumes/VOLUME/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.1 (2.93.1 2021-06-23)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [3230]\nUser ID: 501\n\nDate/Time: 2021-07-26 18:47:43.737 +0900\nOS Version: macOS 11.5 (20G71)\nReport Version: 12\nAnonymous UUID: 31CA2BC7-389E-A026-9336-C8D3124A00CF\n\n\nTime Awake Since Boot: 850 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff2046492e __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff204935bd pthread_kill + 263\n2 libsystem_c.dylib \t0x00007fff203e84a0 __abort + 139\n3 libsystem_c.dylib \t0x00007fff203e8415 abort + 140\n4 libc++abi.dylib \t0x00007fff20456ef2 abort_message + 241\n5 libc++abi.dylib \t0x00007fff204485e5 demangling_terminate_handler() + 242\n6 libobjc.A.dylib \t0x00007fff20341595 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff20456307 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff20458beb __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff20458bb2 __cxa_throw + 116\n10 org.blenderfoundation.blender \t0x000000011113a934 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 532\n11 org.blenderfoundation.blender \t0x000000011113a692 boost::locale::conv::impl::iconv_to_utf<char>::convert(char const*, char const*) + 18\n12 org.blenderfoundation.blender \t0x0000000111139aba boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 138\n13 org.blenderfoundation.blender \t0x0000000111139e12 boost::locale::conv::between(char const*, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::locale::conv::method_type) + 50\n14 org.blenderfoundation.blender \t0x0000000111144886 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1830\n15 org.blenderfoundation.blender \t0x00000001111435bf boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2703\n16 org.blenderfoundation.blender \t0x0000000111142ad2 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 34\n17 org.blenderfoundation.blender \t0x000000011116c924 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 2308\n18 org.blenderfoundation.blender \t0x00000001111421b4 boost::locale::localization_backend_manager::impl::actual_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 100\n19 org.blenderfoundation.blender \t0x000000011113f16e boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 446\n20 org.blenderfoundation.blender \t0x000000011113ef7d boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 61\n21 org.blenderfoundation.blender \t0x0000000108bc7147 bl_locale_set + 391\n22 org.blenderfoundation.blender \t0x0000000107c2aac6 BLT_lang_set + 230\n23 org.blenderfoundation.blender \t0x0000000107bca9a2 WM_init + 226\n24 org.blenderfoundation.blender \t0x00000001076a0dda main + 778\n25 libdyld.dylib \t0x00007fff204aef3d start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9c9b _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff202ea16d _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010e8f576f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010e8f41fe 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 17:\n0 libsystem_pthread.dylib \t0x00007fff2048f420 start_wqthread + 0\n\nThread 18:\n0 libsystem_pthread.dylib \t0x00007fff2048f420 start_wqthread + 0\n\nThread 19:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2045e2f6 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff2854f8da caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2853c836 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2853c784 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2853c502 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 \t0x00007fff204938fc _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2045e30e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff202e9d15 _dispatch_sema4_timedwait + 72\n2 libdispatch.dylib \t0x00007fff202ea145 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff202f8656 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff204938fc _pthread_start + 224\n5 libsystem_pthread.dylib \t0x00007fff2048f443 thread_start + 15\n\nThread 21:\n0 libsystem_pthread.dylib \t0x00007fff2048f420 start_wqthread + 0\n\nThread 22:\n0 libsystem_pthread.dylib \t0x00007fff2048f420 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000000011c6eee00 rcx: 0x00007ffee86c3a78 rdx: 0x0000000000000000\nrdi: 0x0000000000000103 rsi: 0x0000000000000006 rbp: 0x00007ffee86c3aa0 rsp: 0x00007ffee86c3a78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000000011c6eee00 r11: 0x0000000000000246\nr12: 0x0000000000000103 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff2046492e rfl: 0x0000000000000246 cr2: 0x0000000112ced840\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\nThread 0 instruction stream not available.\n\nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10753b000 - 0x11334afff +org.blenderfoundation.blender (2.93.1 - 2.93.1 2021-06-23) <E7C90C63-EEED-3D93-89E3-56693D13C193> /Volumes/VOLUME/Blender.app/Contents/MacOS/Blender\n 0x119d1f000 - 0x119d8bfff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Volumes/VOLUME/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11bd38000 - 0x11bd3ffff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <6BB3A714-7134-358F-8FB3-C6C72F481C4E> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x11bd50000 - 0x11bd57fff com.apple.audio.AppleGFXHDAHALPlugIn (100.1.433 - 100.1.433) <0B739885-1620-3090-B353-3F04716D9149> /System/Library/Extensions/AppleGFXHDA.kext/Contents/PlugIns/AppleGFXHDAHALPlugIn.bundle/Contents/MacOS/AppleGFXHDAHALPlugIn\n 0x11c617000 - 0x11c6b2fff dyld (852.2) <57DB2053-BFD5-3683-97C6-F1DB2A1F1D09> /usr/lib/dyld\n 0x7fff201cb000 - 0x7fff201ccfff libsystem_blocks.dylib (79) <C05B8BD3-ADF0-37BD-BF53-664D03226FD9> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff201cd000 - 0x7fff20202fff libxpc.dylib (2038.120.1) <D3D34FC5-2269-399E-A637-4D33E6BAFC64> /usr/lib/system/libxpc.dylib\n 0x7fff20203000 - 0x7fff2021afff libsystem_trace.dylib (1277.120.1) <5B36BE08-BABA-3F2F-934B-B3FFD10A07A3> /usr/lib/system/libsystem_trace.dylib\n 0x7fff2021b000 - 0x7fff202b8fff libcorecrypto.dylib (1000.140.4) <75692EFA-23F5-381B-A2BB-A8C8B78FCFAA> /usr/lib/system/libcorecrypto.dylib\n 0x7fff202b9000 - 0x7fff202e5fff libsystem_malloc.dylib (317.140.5) <0AEDABF0-CFF7-3304-9FF8-EB3BBF0801E6> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff202e6000 - 0x7fff2032afff libdispatch.dylib (1271.120.2) <B0C73267-1BD9-3BEF-97CC-3B3D295FA58A> /usr/lib/system/libdispatch.dylib\n 0x7fff2032b000 - 0x7fff20364fff libobjc.A.dylib (824) <551C4322-3921-3703-8CC6-1E8E143BB474> /usr/lib/libobjc.A.dylib\n 0x7fff20365000 - 0x7fff20367fff libsystem_featureflags.dylib (28.60.1) <45D158F7-C4E4-3BDE-A218-AD346686E7AB> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20368000 - 0x7fff203f0fff libsystem_c.dylib (1439.141.1) <337F746F-8232-3439-BBFF-BAB9C10731F4> /usr/lib/system/libsystem_c.dylib\n 0x7fff203f1000 - 0x7fff20446fff libc++.1.dylib (905.6) <F4EC1A92-1DFC-3228-9868-5377EB375100> /usr/lib/libc++.1.dylib\n 0x7fff20447000 - 0x7fff2045cfff libc++abi.dylib (905.6) <2F9B5E97-FD54-342A-8233-A5ECCD949F81> /usr/lib/libc++abi.dylib\n 0x7fff2045d000 - 0x7fff2048cfff libsystem_kernel.dylib (7195.141.2) <B51DEA59-1260-35C6-B7B6-AA6D8459ECEC> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff2048d000 - 0x7fff20498fff libsystem_pthread.dylib (454.120.2) <B1A74420-49E9-32FC-BFCB-E53550236A23> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff20499000 - 0x7fff204d4fff libdyld.dylib (852.2) <11007DE4-ABE1-3079-BF1C-4D0EADA884DD> /usr/lib/system/libdyld.dylib\n 0x7fff204d5000 - 0x7fff204defff libsystem_platform.dylib (254.80.2) <6F368391-D41B-3A7E-9992-6000FA985F21> /usr/lib/system/libsystem_platform.dylib\n 0x7fff204df000 - 0x7fff2050afff libsystem_info.dylib (542.40.3) <3965B574-34FA-3CF8-BB0B-FCEC7DA8C493> /usr/lib/system/libsystem_info.dylib\n 0x7fff2050b000 - 0x7fff209a8fff com.apple.CoreFoundation (6.9 - 1777.103) <08B48289-1C59-3259-8D49-F1FA51ED53D2> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff209a9000 - 0x7fff20bdefff com.apple.LaunchServices (1122.41 - 1122.41) <38848652-473A-32BF-AF80-AE71F486FF7E> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20bdf000 - 0x7fff20cb3fff com.apple.gpusw.MetalTools (1.0 - 1) <DFBAF21A-52CE-3B24-A42E-4693F9C5E39F> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20cb4000 - 0x7fff20f10fff libBLAS.dylib (1336.140.1) <E18A5456-02CF-3D9F-A24A-B7980AA83B4A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20f11000 - 0x7fff20f5efff com.apple.Lexicon-framework (1.0 - 86.2) <0E57E9C3-00A8-307E-B2DE-98720083D3E2> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20f5f000 - 0x7fff20fcdfff libSparse.dylib (106) <70D44B7A-1D2B-39F1-B606-6423E640D950> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20fce000 - 0x7fff2104bfff com.apple.SystemConfiguration (1.20 - 1.20) <C0C8BDF4-5049-33E3-B9BE-38045B039A47> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff2104c000 - 0x7fff21080fff libCRFSuite.dylib (50) <0CBFE708-F55B-3B66-A06A-8BCB9355F169> /usr/lib/libCRFSuite.dylib\n 0x7fff21081000 - 0x7fff212b9fff libmecabra.dylib (929.10) <083F04E5-49A8-397C-8014-7DAD0C55C568> /usr/lib/libmecabra.dylib\n 0x7fff212ba000 - 0x7fff21618fff com.apple.Foundation (6.9 - 1777.103) <EE9FDDA7-9E08-3638-864F-078016F032E3> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21619000 - 0x7fff21701fff com.apple.LanguageModeling (1.0 - 247.3) <ABC28543-0920-34BE-98B9-15579E29C396> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21702000 - 0x7fff21838fff com.apple.CoreDisplay (237.4 - 237.4) <9E2D1EEA-C99A-3406-BC4B-9153DA78B157> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff21839000 - 0x7fff21aa9fff com.apple.audio.AudioToolboxCore (1.0 - 1181.72) <B89C2EB5-2D51-3A5B-8F18-0794443AAFFC> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff21aaa000 - 0x7fff21c8ffff com.apple.CoreText (677.6.0.2 - 677.6.0.2) <B5FB6280-1D27-3889-86CB-FC659D2D16C3> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21c90000 - 0x7fff22321fff com.apple.audio.CoreAudio (5.0 - 5.0) <3A5F6819-CA35-3C12-870E-325F236FCA20> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22322000 - 0x7fff22679fff com.apple.security (7.0 - 59754.140.13) <DAC1ADE2-4464-3105-B68E-6892E1416455> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff2267a000 - 0x7fff228d9fff libicucore.A.dylib (66112) <0F2D441F-A530-322B-B408-5963ABE0A3DF> /usr/lib/libicucore.A.dylib\n 0x7fff228da000 - 0x7fff228e3fff libsystem_darwin.dylib (1439.141.1) <3D4F1678-BA4A-3318-8DD0-D391F3AB9986> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff228e4000 - 0x7fff22bcffff com.apple.CoreServices.CarbonCore (1307.3 - 1307.3) <C778B64D-C4C0-32BC-832C-BB5F0AF04764> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22bd0000 - 0x7fff22c0efff com.apple.CoreServicesInternal (476.1.1 - 476.1.1) <CDEE5153-12AA-3A16-9077-D54E0733DB25> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22c0f000 - 0x7fff22c49fff com.apple.CSStore (1122.41 - 1122.41) <71140CEC-66B4-3475-84B8-3DEB24167B77> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22c4a000 - 0x7fff22cf8fff com.apple.framework.IOKit (2.0.2 - 1845.120.6) <67BE2B74-A20F-320C-9484-603D141A47AF> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22cf9000 - 0x7fff22d04fff libsystem_notify.dylib (279.40.4) <1AE27156-89B5-3E4A-AB14-A77E91F93DC7> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22d05000 - 0x7fff22d52fff libsandbox.1.dylib (1441.141.1) <37533D5B-1AC4-3E2F-B29B-F33D0C463F49> /usr/lib/libsandbox.1.dylib\n 0x7fff22d53000 - 0x7fff23a9dfff com.apple.AppKit (6.9 - 2022.60.126) <0A61E40C-0E45-331B-88AA-313DB0B52F62> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff23a9e000 - 0x7fff23cecfff com.apple.UIFoundation (1.0 - 728.9) <82EA11F1-7D9B-39F7-8CCE-C3E2E6CCBE68> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23ced000 - 0x7fff23cfffff com.apple.UniformTypeIdentifiers (637 - 637) <D1C28560-AB0E-3C53-9A2B-0D01815F977E> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23d00000 - 0x7fff23e8afff com.apple.desktopservices (1.21 - 1346.6.1) <FD2F7A55-6308-3495-BC07-A74DDB8F57C9> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff2416a000 - 0x7fff247f0fff libnetwork.dylib (2288.140.7) <CEB383A9-3D75-3728-B767-2F3FAEFFFA0C> /usr/lib/libnetwork.dylib\n 0x7fff247f1000 - 0x7fff24c8ffff com.apple.CFNetwork (1240.0.4 - 1240.0.4) <9256A031-E247-364B-BD8C-6D701A07C85A> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24c90000 - 0x7fff24c9efff libsystem_networkextension.dylib (1295.140.3) <8D9FA7DC-AE37-3C15-B730-B9E3CA879BA7> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24c9f000 - 0x7fff24c9ffff libenergytrace.dylib (22.100.1) <E36E40AA-BE1B-36C8-979E-66F21A1686B9> /usr/lib/libenergytrace.dylib\n 0x7fff24ca0000 - 0x7fff24cfcfff libMobileGestalt.dylib (978.140.1) <E5F3370A-09B7-3880-96A9-A2869F0F2949> /usr/lib/libMobileGestalt.dylib\n 0x7fff24cfd000 - 0x7fff24d13fff libsystem_asl.dylib (385) <9284A3C6-2AB1-3596-BD6C-0D19C7A0DD99> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24d14000 - 0x7fff24d2cfff com.apple.TCC (1.0 - 1) <B9DD9945-2A59-346D-BCAF-8B3781EE036C> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24d2d000 - 0x7fff25092fff com.apple.SkyLight (1.600.0 - 588.6) <440E2DEE-FB60-3783-9C3F-8D86110921F2> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff25093000 - 0x7fff2571cfff com.apple.CoreGraphics (2.0 - 1463.16.1) <ECD69252-8C75-3589-BD3E-104DE78AC898> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff2571d000 - 0x7fff25813fff com.apple.ColorSync (4.13.0 - 3473.4.3) <109E4F48-F6CB-3128-9E00-8CA54AC7ED27> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff25814000 - 0x7fff2586ffff com.apple.HIServices (1.22 - 716) <6E7F240C-BAD6-34BA-8D41-2E0CF04BF089> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff25c16000 - 0x7fff26035fff com.apple.CoreData (120 - 1048) <28EADAF4-E5F9-3D99-80C9-1C41C0B2664A> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff26036000 - 0x7fff2604bfff com.apple.ProtocolBuffer (1 - 285.24.10.20.1) <E5D16FC2-7200-3208-B540-2F0E59133DFD> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff2604c000 - 0x7fff261fffff libsqlite3.dylib (321.3) <F231D75B-420F-3A69-BC3A-2AFF7781E15C> /usr/lib/libsqlite3.dylib\n 0x7fff26200000 - 0x7fff2627cfff com.apple.Accounts (113 - 113) <D3091C11-4823-34D7-829D-DBA3C7616DE1> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff2627d000 - 0x7fff26294fff com.apple.commonutilities (8.0 - 900) <CC149848-18D3-3542-9516-6AAD542B928E> /System/Library/PrivateFrameworks/CommonUtilities.framework/Versions/A/CommonUtilities\n 0x7fff26295000 - 0x7fff26314fff com.apple.BaseBoard (526 - 526) <43C017F2-785C-3B1A-9B75-77CE7D911B34> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff26315000 - 0x7fff2635dfff com.apple.RunningBoardServices (1.0 - 505.100.8) <1A4FCF53-32D3-3E86-A748-4681AD3DBC89> /System/Library/PrivateFrameworks/RunningBoardServices.framework/Versions/A/RunningBoardServices\n 0x7fff2635e000 - 0x7fff263d2fff com.apple.AE (918.6 - 918.6) <9C51A5C3-4443-3E35-9B8B-058522D67014> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff263d3000 - 0x7fff263d9fff libdns_services.dylib (1310.140.1) <BB68BA13-9C5E-35B3-BC8D-0A43FDD479B1> /usr/lib/libdns_services.dylib\n 0x7fff263da000 - 0x7fff263e1fff libsystem_symptoms.dylib (1431.140.1) <D2EDA831-DD60-318D-B59E-60429F9BF82F> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff263e2000 - 0x7fff2656dfff com.apple.Network (1.0 - 1) <54D14297-AAE0-3F91-AB8E-C279835253F4> /System/Library/Frameworks/Network.framework/Versions/A/Network\n 0x7fff2656e000 - 0x7fff2659dfff com.apple.analyticsd (1.0 - 1) <A44876CA-D5C6-34EA-9BD0-B2055AB2614A> /System/Library/PrivateFrameworks/CoreAnalytics.framework/Versions/A/CoreAnalytics\n 0x7fff2659e000 - 0x7fff265a0fff libDiagnosticMessagesClient.dylib (112) <73ADCBBF-4E05-3F3B-B6FD-BAA6D027A3AF> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff265a1000 - 0x7fff265edfff com.apple.spotlight.metadata.utilities (1.0 - 2150.26) <4E669BF7-7B96-3147-BDCC-97DDB25D8A83> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff265ee000 - 0x7fff26688fff com.apple.Metadata (10.7.0 - 2150.26) <297F20A5-88F2-37EC-916F-10E0256367E1> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff26689000 - 0x7fff2668ffff com.apple.DiskArbitration (2.7 - 2.7) <44EF83F5-B10C-3EB3-BD7E-98ADEC4D4835> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff26690000 - 0x7fff26cf7fff com.apple.vImage (8.1 - 544.4) <6812D055-19BD-321F-B3E3-F51EEF3EBF5B> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff26cf8000 - 0x7fff26fd5fff com.apple.QuartzCore (1.11 - 927.23) <850C1D06-818D-386F-B360-2FCA78608B6D> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff26fd6000 - 0x7fff27017fff libFontRegistry.dylib (309) <562EE3DF-A4B8-3601-B5E5-66A247E23C89> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff27018000 - 0x7fff27158fff com.apple.coreui (2.1 - 692.1) <34077D62-EC7B-3E65-89F3-7F8CBDAB23AE> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff27245000 - 0x7fff27250fff com.apple.PerformanceAnalysis (1.278.3 - 278.3) <2E7C10E8-DF57-3627-A3A0-8A658284FAEF> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff27251000 - 0x7fff27260fff com.apple.OpenDirectory (11.5 - 230.40.1) <DB0FB20C-137D-38AF-8F6C-140149735328> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff27261000 - 0x7fff27280fff com.apple.CFOpenDirectory (11.5 - 230.40.1) <3E73B2D0-2BFD-3BCD-ACB0-FB1835634596> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff27281000 - 0x7fff2728dfff com.apple.CoreServices.FSEvents (1290.120.5 - 1290.120.5) <FFEE72E4-B13F-36CC-9CCD-37906AA18A3E> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff2728e000 - 0x7fff272b2fff com.apple.coreservices.SharedFileList (144 - 144) <5D0C2E87-9DAE-34D3-8CD4-CA797A96E22D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff272b3000 - 0x7fff272b5fff libapp_launch_measurement.dylib (14.1) <592E974E-B5CA-3403-AFF1-E85B14F5F499> /usr/lib/libapp_launch_measurement.dylib\n 0x7fff272b6000 - 0x7fff272fdfff com.apple.CoreAutoLayout (1.0 - 21.10.1) <926B66A6-602C-3983-A98E-8645DE61ADCE> /System/Library/PrivateFrameworks/CoreAutoLayout.framework/Versions/A/CoreAutoLayout\n 0x7fff272fe000 - 0x7fff273e0fff libxml2.2.dylib (34.10) <069D24D9-19F5-3000-AF25-D7162E74B880> /usr/lib/libxml2.2.dylib\n 0x7fff273e1000 - 0x7fff2742efff com.apple.CoreVideo (1.8 - 414.7) <9EBD539C-AD95-363E-B48C-75DE39D8539A> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff2742f000 - 0x7fff27431fff com.apple.loginsupport (1.0 - 1) <F9C73D63-FF1C-358D-9C8D-2E61AC47272A> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff2745a000 - 0x7fff27475fff com.apple.UserManagement (1.0 - 1) <209049A9-BA50-336B-B43E-050998B5E33D> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff283e9000 - 0x7fff283f9fff libsystem_containermanager.dylib (318.100.4) <6A824A01-6B4C-30DA-907A-580FD51773B8> /usr/lib/system/libsystem_containermanager.dylib\n 0x7fff283fa000 - 0x7fff2840bfff com.apple.IOSurface (290.8.1 - 290.8.1) <1F429DA5-5C44-3CE7-AB92-A1795C6DC8C9> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff2840c000 - 0x7fff28415fff com.apple.IOAccelerator (442.9 - 442.9) <411D0577-C20D-32D0-8AFB-D7FA59D3BEDA> 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Accelerate 1.11) <3F8EDDF5-80E7-3EDD-8746-89A278F04805> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff30a07000 - 0x7fff30a6cfff com.apple.CoreBluetooth (1.0 - 1) <1A427F92-B95A-3077-853B-09688553DA70> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff30a6d000 - 0x7fff30a76fff com.apple.SymptomDiagnosticReporter (1.0 - 79.120.1) <DC724AF6-1C92-3913-B6A7-0AA062AE1792> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff30a8a000 - 0x7fff30a96fff com.apple.AppleIDAuthSupport (1.0 - 1) <A3631052-9D44-308F-BF87-E501AB409692> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff30a97000 - 0x7fff30b3ffff com.apple.DiscRecording (9.0.3 - 9030.4.5) <367204EF-650E-36BE-8D0F-9DF6E79E5DB0> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff30b40000 - 0x7fff30b73fff com.apple.MediaKit (16 - 927.40.2) <5198B786-444D-3CA6-85AC-6555688B0DBC> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x7fff30b74000 - 0x7fff30c5ffff com.apple.DiskManagement (14.0 - 1733.140.2) <2D63F3D0-8E51-3337-8EB7-A774020B129C> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x7fff3104d000 - 0x7fff3119cfff com.apple.FileProvider (349.4.2 - 349.4.2) <B8F18BEE-4ACC-38E3-AE8C-C9AB29CF0206> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x7fff3119d000 - 0x7fff311bffff com.apple.GenerationalStorage (2.0 - 323) <623FEAF8-671F-3812-9EA4-7B30FFC4AE7D> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff31afb000 - 0x7fff31b36fff com.apple.DebugSymbols (195.1 - 195.1) <A0FA2F40-271B-3CC7-8083-A34E21093536> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31b37000 - 0x7fff31becfff com.apple.CoreSymbolication (12.5 - 64544.81.1) <CE5694DC-0351-3F11-8850-19A9AB721893> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff32afb000 - 0x7fff32b5efff com.apple.framework.Apple80211 (17.0 - 1728) <E1BB392A-[D496](D496)-383C-9B5A-08D695D14FD9> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32b5f000 - 0x7fff32cb0fff com.apple.CoreWiFi (3.0 - 341) <30F0EC33-A723-3637-BAEE-746E62173413> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32f8e000 - 0x7fff32f91fff com.apple.help (1.3.8 - 71) <34572384-05BC-3A0A-86CD-267DE196F27A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32f92000 - 0x7fff32f99fff com.apple.EFILogin (2.0 - 2) <B6D754F1-9575-3000-BF81-55B0B7A83804> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32f9a000 - 0x7fff32fa5fff libcsfde.dylib (554.140.2) <7D24C26A-8165-33ED-8255-43B52148CD29> /usr/lib/libcsfde.dylib\n 0x7fff331e4000 - 0x7fff331e4fff com.apple.ApplicationServices (48 - 50) <93634C11-D92F-38C7-9A9B-52F39C85FCA4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff334f9000 - 0x7fff334f9fff libHeimdalProxy.dylib (79) <B7E36A80-D5CF-3C92-B71B-AC5B43E2AAFE> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ac000 - 0x7fff335acfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <097C1991-EEC4-374E-A686-826E479A2A07> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff3457c000 - 0x7fff345ccfff com.apple.ChunkingLibrary (334.1 - 334.1) <95D77D1F-5373-3C85-BA2A-48923BA260FA> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34fdc000 - 0x7fff34fdffff com.apple.Cocoa (6.11 - 23) <104669F8-F1B4-33F8-B109-B54C4BCA1AEC> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36478000 - 0x7fff3649bfff com.apple.openscripting (1.7 - 190) <C576593E-47B1-3CEC-BF3A-E3AF1CF3ED05> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649c000 - 0x7fff3649ffff com.apple.securityhi (9.0 - 55008) <E7151ACB-3746-3577-99D5-A606EE14BAB7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a0000 - 0x7fff364a3fff com.apple.ink.framework (10.15 - 227) <36F85463-06EA-3DF9-BD13-DED04EDA6B07> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a4000 - 0x7fff364a7fff com.apple.CommonPanels (1.2.6 - 101) <F0A710F4-F7AB-3FC4-A12C-C25A3BD07F57> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364a8000 - 0x7fff364affff com.apple.ImageCapture (1711.5.2 - 1711.5.2) <4ED1BDC7-C32A-3C40-A7E6-D16E7260BDD7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3ca09000 - 0x7fff3ca0cfff com.apple.print.framework.Print (15 - 271) <D58D49EE-B123-3053-AEBE-78DD0F6EC66B> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3ca0d000 - 0x7fff3ca10fff com.apple.Carbon (160 - 164) <09D6E510-8982-35AC-AE08-1276B69F1781> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3ccc3000 - 0x7fff3cce2fff com.apple.private.SystemPolicy (1.0 - 1) <F3DFE619-6CBB-3F1F-A8BC-B733B53AD31F> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d620000 - 0x7fff3d632fff libmis.dylib (274.140.2) <AAF43CF3-AA45-3247-B281-4436E849D1EC> /usr/lib/libmis.dylib\n 0x7fff412e7000 - 0x7fff41305fff libCGInterfaces.dylib (544.4) <D5D0AD69-E651-3BE2-B87A-4A035DCD9DBF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff55621000 - 0x7fff55624fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <33BBDFF0-142A-36C2-BF87-9BE9A8CE6543> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5cf7f000 - 0x7fff5cfa0fff libKoreanConverter.dylib (90) <4520A47C-38FC-3D07-9212-101508CAF7DA> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib\n 0x7fff6bb68000 - 0x7fff6bb6efff libCoreFSCache.dylib (200.10) <D26083D4-A370-3C8D-A13E-32D69EBF73EF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6bb6f000 - 0x7fff6bb73fff libCoreVMClient.dylib (200.10) <E582E0A3-2898-301C-9B5A-A17978ACFAA7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6bb74000 - 0x7fff6bb83fff com.apple.opengl (18.5.9 - 18.5.9) <149F2F08-3FD7-3271-945C-238BDCAA3133> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6bb84000 - 0x7fff6bb86fff libCVMSPluginSupport.dylib (18.5.9) <97DC9BD9-1BED-3D17-B499-3967775A011C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6bb87000 - 0x7fff6bb8ffff libGFXShared.dylib (18.5.9) <7B502C01-1C03-3388-878B-A0A85223F3A5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6bb90000 - 0x7fff6bbc3fff libGLImage.dylib (18.5.9) <2CCBC785-6F45-33DE-B790-066AF4C69048> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6bbc4000 - 0x7fff6bc00fff libGLU.dylib (18.5.9) <53602650-F093-334F-9D96-2B4FE2359E7A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6bd95000 - 0x7fff6bd9ffff libGL.dylib (18.5.9) <9E1A856D-[D393](D393)-3FDC-ABDF-E29282A6B83E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6d1df000 - 0x7fff6d237fff com.apple.opencl (4.6 - 4.6) <5FD1A8D9-17B9-316B-8CA4-6BE553B936CE> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ebcc000 - 0x7fff6ebeefff com.apple.audio.OpenAL (1.8 - 1.8) <95FD7F9C-0F38-3113-9F5F-7F39C1A646EA> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=931.1M resident=0K(0%) swapped_out_or_unallocated=931.1M(100%)\nWritable regions: Total=1.4G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.4G(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nActivity Tracing 256K 1 \nCG backing stores 7920K 12 \nCoreServices 12K 1 \nCoreUI image data 228K 2 \nKernel Alloc Once 8K 1 \nMALLOC 299.2M 42 \nMALLOC guard page 24K 5 \nMALLOC_MEDIUM (reserved) 720.0M 6 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 92K 23 \nStack 12.2M 23 \nVM_ALLOCATE 84K 21 \n__DATA 65.0M 294 \n__DATA_CONST 11.6M 170 \n__DATA_DIRTY 540K 98 \n__FONT_DATA 4K 1 \n__LINKEDIT 553.1M 10 \n__OBJC_RO 70.2M 1 \n__OBJC_RW 2496K 2 \n__TEXT 378.0M 297 \n__UNICODE 588K 1 \nmapped file 71.0M 13 \nshared memory 776K 17 \n**=======**\nTOTAL 2.5G 1042 \nTOTAL, minus reserved VM space 1.4G 1042 \n\nModel: iMac19,1, BootROM 1554.140.20.0.0, 8 processors, 8-Core Intel Core i9, 3.6 GHz, 32 GB, SMC 2.46f13\nGraphics: kHW_AMDRadeonProVega48Item, Radeon Pro Vega 48, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, 04CD, F4-2666C19-16GRS\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, 04CD, F4-2666C19-16GRS\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Jul 7 2021 02:34:10 version 9.30.444.17.32.5.70 FWID 01-4075fabc\nBluetooth: Version 8.0.5d7, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nUSB Device: G-DRIVE mobile USB-C\nUSB Device: USB 3.1 Bus\nUSB Device: Cintiq Pro 32 Hub\nUSB Device: Cintiq Pro 32 Hub 2\nUSB Device: Cintiq Pro 32 Hub 1\nUSB Device: USB3 Reader\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Cintiq Pro 32 Hub\nUSB Device: Cinitq Pro 32 HUB 3\nUSB Device: USB Advanced Audio Device\nUSB Device: Wacom Cintiq Pro 32\nUSB Device: Single RS232-HS\nUSB Device: Cintiq Pro 32 Touch\nUSB Device: Cintiq Pro 32 Hub 2\nUSB Device: Cintiq Pro 32 Hub 1\nUSB Device: ExpressKey Remote\nUSB Device: USB UltraPro\nThunderbolt Bus: iMac, Apple Inc., 47.5\n\n",
"Crash when run blender\nOperating system: Mac OS Catalina 10.15.7\nGraphics card: Intel HD Graphics 4000 1536 MB\n\nBroken: blender-2.93.5-macos-x64 (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nI got the error when I first run blender as follows. Tried to run after the crash, but it crashes again.\n\nProcess: Blender [99809]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.93.5 (2.93.5 2021-10-06)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [99809]\nUser ID: 501\n\nDate/Time: 2021-10-26 23:09:44.927 +0900\nOS Version: Mac OS X 10.15.7 (19H1419)\nReport Version: 12\nAnonymous UUID: 85B75F08-7208-1FC3-074A-A5288AA3E23A\n\nSleep/Wake UUID: A3EA9E8E-6AB7-4DC8-B2C2-DC53A13FFF2B\n\nTime Awake Since Boot: 380000 seconds\nTime Since Wake: 3600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\nterminating with uncaught exception of type boost::locale::conv::conversion_error: Conversion failed\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff705a533a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff70665e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7052c8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7052c817 abort + 135\n4 libc++abi.dylib \t0x00007fff6d791458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6d7828a7 demangling_terminate_handler() + 238\n6 libobjc.A.dylib \t0x00007fff6f2bfa5f _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6d790887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6d7931a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6d793169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x000000010f3343f4 std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > boost::locale::conv::impl::iconverter_base::real_convert<char, char>(char const*, char const*) + 532\n11 org.blenderfoundation.blender \t0x000000010f334152 boost::locale::conv::impl::iconv_to_utf<char>::convert(char const*, char const*) + 18\n12 org.blenderfoundation.blender \t0x000000010f33357a boost::locale::conv::impl::convert_between(char const*, char const*, char const*, char const*, boost::locale::conv::method_type) + 138\n13 org.blenderfoundation.blender \t0x000000010f3338d2 boost::locale::conv::between(char const*, char const*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, boost::locale::conv::method_type) + 50\n14 org.blenderfoundation.blender \t0x000000010f33e346 boost::locale::gnu_gettext::mo_message<char>::load_file(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, int, boost::function<std::__1::vector<char, std::__1::allocator<char> > (std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)> const&) + 1830\n15 org.blenderfoundation.blender \t0x000000010f33d07f boost::locale::gnu_gettext::mo_message<char>::mo_message(boost::locale::gnu_gettext::messages_info const&) + 2703\n16 org.blenderfoundation.blender \t0x000000010f33c592 boost::locale::message_format<char>* boost::locale::gnu_gettext::create_messages_facet<char>(boost::locale::gnu_gettext::messages_info const&) + 34\n17 org.blenderfoundation.blender \t0x000000010f3663e4 boost::locale::impl_posix::posix_localization_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 2308\n18 org.blenderfoundation.blender \t0x000000010f33bc74 boost::locale::localization_backend_manager::impl::actual_backend::install(std::__1::locale const&, unsigned int, unsigned int) + 100\n19 org.blenderfoundation.blender \t0x000000010f338c2e boost::locale::generator::generate(std::__1::locale const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 446\n20 org.blenderfoundation.blender \t0x000000010f338a3d boost::locale::generator::generate(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) const + 61\n21 org.blenderfoundation.blender \t0x0000000106dc0137 bl_locale_set + 391\n22 org.blenderfoundation.blender \t0x0000000105e22136 BLT_lang_set + 230\n23 org.blenderfoundation.blender \t0x0000000105dc1fd2 WM_init + 226\n24 org.blenderfoundation.blender \t0x0000000105897d5a main + 778\n25 libdyld.dylib \t0x00007fff7045dcc9 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404aed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff70404fbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010caee90f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 org.blenderfoundation.blender \t0x000000010caed39e 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 9:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 10:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff69fa1b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff69fa19b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff69fa17c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff69fa11e4 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff7059ee36 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff69fa1b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff69fa19b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff69fa17c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff69fa11e4 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 \t0x00007fff70666109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff7059ee4e semaphore_timedwait_trap + 10\n1 libdispatch.dylib \t0x00007fff70404b6b _dispatch_sema4_timedwait + 76\n2 libdispatch.dylib \t0x00007fff70404f97 _dispatch_semaphore_wait_slow + 58\n3 libdispatch.dylib \t0x00007fff70412795 _dispatch_worker_thread + 284\n4 libsystem_pthread.dylib \t0x00007fff70666109 _pthread_start + 148\n5 libsystem_pthread.dylib \t0x00007fff70661b8b thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 15:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 16:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 17:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 18:\n0 libsystem_pthread.dylib \t0x00007fff70661b68 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x0000000125049dc0 rcx: 0x00007ffeea4cdb38 rdx: 0x0000000000000000\nrdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007ffeea4cdb60 rsp: 0x00007ffeea4cdb38\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000125049dc0 r11: 0x0000000000000246\nr12: 0x0000000000000307 r13: 0x0000003000000008 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007fff705a533a rfl: 0x0000000000000246 cr2: 0x0000000109ebe000\n\n```\nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\n\nBinary Images:\n 0x105731000 - 0x111544f6f +org.blenderfoundation.blender (2.93.5 - 2.93.5 2021-10-06) <11FF012D-FA3E-3D2A-8E0F-1284321A2814> /Applications/Blender.app/Contents/MacOS/Blender\n 0x117f19000 - 0x117f85ffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x119c20000 - 0x119c24fff com.apple.audio.AppleHDAHALPlugIn (283.15 - 283.15) <AB88E450-7A43-3F72-9A07-FA761BA1B389> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x124f7e000 - 0x125010267 dyld (750.7) <0191F040-B591-3082-B8D9-498DC11D3BB5> /usr/lib/dyld\n 0x7fff29156000 - 0x7fff29177ff7 libKoreanConverter.dylib (76) <7F309D9B-4DDD-3799-AE9A-FCFC9546CCD1> /System/Library/CoreServices/Encodings/libKoreanConverter.dylib\n 0x7fff2bfd6000 - 0x7fff2c055ff6 com.apple.driver.AppleIntelHD4000GraphicsMTLDriver (14.7.18 - 14.0.7) <07C4C659-3F61-3284-A61A-B0FDEDA53FB8> /System/Library/Extensions/AppleIntelHD4000GraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelHD4000GraphicsMTLDriver\n 0x7fff3179b000 - 0x7fff3194eff3 com.apple.GeForceMTLDriver (14.0.32 - 14.0.0) <3D05E7A3-9582-3391-84BA-CA09388E887D> /System/Library/Extensions/GeForceMTLDriver.bundle/Contents/MacOS/GeForceMTLDriver\n 0x7fff31d3c000 - 0x7fff31d3cfff com.apple.Accelerate (1.11 - Accelerate 1.11) <C1FB2338-2D52-3884-BED3-071A82B1FD77> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff31d3d000 - 0x7fff31d54ff7 libCGInterfaces.dylib (524.2.1) <69118118-1CEC-3019-A36E-3EC2FF1CAD8F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff31d55000 - 0x7fff325f0fcf com.apple.vImage (8.1 - 524.2.1) <4B6AB2C1-7CF5-3FDA-AC1C-04E531AB9BCE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff325f1000 - 0x7fff32786fef libBLAS.dylib (1303.60.1) <C157903D-417A-322B-916E-DDCFE2AF97EE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff32787000 - 0x7fff32ac8fff libBNNS.dylib (144.100.2) <69FA0C4F-B59D-374A-9DCF-E9FA79F332FD> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff32ac9000 - 0x7fff32e70fff libLAPACK.dylib (1303.60.1) <6FEC8434-0C35-3528-A3DE-E3C78A748B6C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff32e71000 - 0x7fff32e86ffc libLinearAlgebra.dylib (1303.60.1) <AAC1A8DA-0B44-3D52-A03F-1DFED19D33BB> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff32e87000 - 0x7fff32e8cff3 libQuadrature.dylib (7) <371F36A7-B12F-363E-8955-F24F7C2048F6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff32e8d000 - 0x7fff32efdfff libSparse.dylib (103) <B8A10D0C-4577-343D-B310-A3E81265D107> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff32efe000 - 0x7fff32f10ff7 libSparseBLAS.dylib (1303.60.1) <CFFEAA75-99FB-369E-80A1-4BC73ADEBEA9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff32f11000 - 0x7fff330a3fe3 libvDSP.dylib (735.140.1) <1586D162-55FD-3EC0-AFC7-975EAE2D0DD6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff330a4000 - 0x7fff33222fe7 libvMisc.dylib (735.140.1) <61CF1106-41C2-3971-9187-BD1D53C00343> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff33223000 - 0x7fff33223fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <4686AE53-FD05-302C-AC20-C014EFC2305F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff33224000 - 0x7fff33283ff0 com.apple.Accounts (113 - 113) <E2438070-30AB-3B89-AE63-1E485B92D108> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff333cd000 - 0x7fff3418bff4 com.apple.AppKit (6.9 - 1894.60.105) <EFD4BCCB-5702-339D-8963-F999F00D4A1C> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff341db000 - 0x7fff341dbfff com.apple.ApplicationServices (48 - 50) <3CA9C96C-D3A3-3B9A-9752-A1DD6F5CAF1F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff341dc000 - 0x7fff34247fff com.apple.ApplicationServices.ATS (377 - 493.0.4.1) <87EA5DE1-506A-39FD-88BE-D8A3416C9012> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff342e0000 - 0x7fff3431eff0 libFontRegistry.dylib (274.0.5.1) <F3461C05-0370-359B-9F03-5C1C1F7763EC> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff34379000 - 0x7fff343a8fff com.apple.ATSUI (1.0 - 1) <5F513967-DDD7-3F22-AD14-8A38ABD9F2D0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff343a9000 - 0x7fff343adffb com.apple.ColorSyncLegacy (4.13.0 - 1) <72EE68DB-F069-37F5-AA2A-40D5FCF139F4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff34447000 - 0x7fff3449effa com.apple.HIServices (1.22 - 676) <14DF4D42-E24D-3EBD-9A9D-93124D8D6AA1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff3449f000 - 0x7fff344adfff com.apple.LangAnalysis (1.7.0 - 1.7.0) <01B8B6B3-E2C3-3607-B34A-8283A7E0E924> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff344ae000 - 0x7fff344f3ffa com.apple.print.framework.PrintCore (15.4 - 516.2) <437BCF12-48D2-3770-8BC9-567718FB1BCA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff344f4000 - 0x7fff344feff7 com.apple.QD (4.0 - 413) <27A36D07-B5E9-32E6-87B6-3127F260F48D> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff344ff000 - 0x7fff3450cffc com.apple.speech.synthesis.framework (9.0.24 - 9.0.24) <75344F8F-32CA-3558-B4E6-F56D498250E4> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff3450d000 - 0x7fff345eeff2 com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <A13B1F42-F90D-3B4C-9C43-1B64F7B24161> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff345f0000 - 0x7fff345f0fff com.apple.audio.units.AudioUnit (1.14 - 1.14) <2B357611-1DB5-3DC4-83D1-012D7E298631> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff34987000 - 0x7fff34d15ffa com.apple.CFNetwork (1128.1 - 1128.1) <04F37E21-8AC6-35BF-8D2C-8ED954B09026> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff34d91000 - 0x7fff34d91fff com.apple.Carbon (160 - 162) <F9100DDC-35C3-3CE0-9454-F8B2C8AAD48F> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff34d92000 - 0x7fff34d95ff3 com.apple.CommonPanels (1.2.6 - 101) <9F6E13D9-374B-386F-8E15-FDD6CE967859> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff34d96000 - 0x7fff3508aff3 com.apple.HIToolbox (2.1.1 - 994.6) <EAF2DAC3-66B1-30BF-AF10-72DDA90D1044> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff3508b000 - 0x7fff3508eff3 com.apple.help (1.3.8 - 71) <36483951-6F3E-3F7E-8A5B-191C2357EF17> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff3508f000 - 0x7fff35094ff7 com.apple.ImageCapture (9.0 - 1600.65) <1A1F320E-3E85-3F3D-8AE0-B238C4E92D40> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff35095000 - 0x7fff35095fff com.apple.ink.framework (10.15 - 227) <284507AE-EF47-3ABC-86A4-669243DB1D33> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff35096000 - 0x7fff350b0ffa com.apple.openscripting (1.7 - 185.1) <B6E28747-5FC7-3461-8A71-864A969ED022> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff350d1000 - 0x7fff350d1fff com.apple.print.framework.Print (15 - 271) <0D9FB08F-EA87-3BE7-821B-C61BA5601050> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff350d2000 - 0x7fff350d4ff7 com.apple.securityhi (9.0 - 55008) <390C6FAA-99BF-3924-9180-9EAE41D9C6BE> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff350d5000 - 0x7fff350dbfff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <9614A01E-8303-3422-A3BA-6CE27540E09A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff35275000 - 0x7fff35275fff com.apple.Cocoa (6.11 - 23) <8C15167C-9D7C-3020-BC13-25E9B192A013> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff35283000 - 0x7fff35379fff com.apple.ColorSync (4.13.0 - 3394.9) <A126406C-DA38-3FFE-8B25-BB9859EFD159> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff35664000 - 0x7fff35b6dffb com.apple.audio.CoreAudio (5.0 - 5.0) <47923B12-3D14-328A-9C86-27A3A2A73068> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff35bc0000 - 0x7fff35bf8fff com.apple.CoreBluetooth (1.0 - 1) <23DBB313-A082-3C08-8E1F-2D31EE4247EF> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff35bf9000 - 0x7fff35ff4ff8 com.apple.CoreData (120 - 977.3) <CEAA4BC1-62AB-3702-B790-82A55EA10302> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff35ff5000 - 0x7fff36127ff6 com.apple.CoreDisplay (1.0 - 186.6.15) <213D7011-8180-3CF4-9BE7-FB8F75DCDB95> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff36128000 - 0x7fff365a9ff6 com.apple.CoreFoundation (6.9 - 1678.101) <41A8276A-02BD-3369-AF6D-A3277D586182> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff365ab000 - 0x7fff36c43ff0 com.apple.CoreGraphics (2.0 - 1355.24) 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0x7fff6d517000 - 0x7fff6d646fed libate.dylib (3.0.1) <DE609B9D-AD02-34FE-A91B-464ECDECC73A> /usr/lib/libate.dylib\n 0x7fff6d64a000 - 0x7fff6d64aff3 libauto.dylib (187) <B6124448-7690-34AE-8939-ED84AAC630CE> /usr/lib/libauto.dylib\n 0x7fff6d710000 - 0x7fff6d720ffb libbsm.0.dylib (60.100.1) <00BFFB9A-2FFE-3C24-896A-251BC61917FD> /usr/lib/libbsm.0.dylib\n 0x7fff6d721000 - 0x7fff6d72dfff libbz2.1.0.dylib (44) <14CC4988-B6D4-3879-AFC2-9A0DDC6388DE> /usr/lib/libbz2.1.0.dylib\n 0x7fff6d72e000 - 0x7fff6d780fff libc++.1.dylib (902.1) <59A8239F-C28A-3B59-B8FA-11340DC85EDC> /usr/lib/libc++.1.dylib\n 0x7fff6d781000 - 0x7fff6d796ffb libc++abi.dylib (902) <E692F14F-C65E-303B-9921-BB7E97D77855> /usr/lib/libc++abi.dylib\n 0x7fff6d797000 - 0x7fff6d797fff libcharset.1.dylib (59) <72447768-9244-39AB-8E79-2FA14EC0AD33> /usr/lib/libcharset.1.dylib\n 0x7fff6d798000 - 0x7fff6d7a9fff libcmph.dylib (8) <E72A20DB-2E86-378D-A237-EB9A1370F989> /usr/lib/libcmph.dylib\n 0x7fff6d7aa000 - 0x7fff6d7c2fd7 libcompression.dylib (87.1) <F3C7F9B4-71CF-3398-AAD3-456C9FEECD08> /usr/lib/libcompression.dylib\n 0x7fff6da9c000 - 0x7fff6dab2ff7 libcoretls.dylib (167) <770A5B96-936E-34E3-B006-B1CEC299B5A5> /usr/lib/libcoretls.dylib\n 0x7fff6dab3000 - 0x7fff6dab4fff libcoretls_cfhelpers.dylib (167) <940BF370-FD0C-30A8-AA05-FF48DA44FA4C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff6e071000 - 0x7fff6e0d0ff7 libcups.2.dylib (483.8) <A5424908-1508-35AF-B218-7A976BEABCBA> /usr/lib/libcups.2.dylib\n 0x7fff6e1da000 - 0x7fff6e1dafff libenergytrace.dylib (21) <162DFCC0-8F48-3DD0-914F-FA8653E27B26> /usr/lib/libenergytrace.dylib\n 0x7fff6e1db000 - 0x7fff6e1f5ff7 libexpat.1.dylib (19.60.3) <4FD5D517-B4C8-365B-A2C0-D998A624D5A0> /usr/lib/libexpat.1.dylib\n 0x7fff6e203000 - 0x7fff6e205fff libfakelink.dylib (149.1) <36146CB2-E6A5-37BB-9EE8-1B4034D8F3AD> /usr/lib/libfakelink.dylib\n 0x7fff6e214000 - 0x7fff6e219fff libgermantok.dylib (24) <D2AE5AC0-EDCE-3216-B8C9-CF59292A545F> /usr/lib/libgermantok.dylib\n 0x7fff6e21a000 - 0x7fff6e223ff7 libheimdal-asn1.dylib (564.140.7) <45E5B8EE-93E9-31FC-9A4D-E96AF618BABA> /usr/lib/libheimdal-asn1.dylib\n 0x7fff6e224000 - 0x7fff6e314fff libiconv.2.dylib (59) <18311A67-E4EF-3CC7-95B3-C0EDEE3A282F> /usr/lib/libiconv.2.dylib\n 0x7fff6e315000 - 0x7fff6e56cfff libicucore.A.dylib (64260.0.1) <8AC2CB07-E7E0-340D-A849-186FA1F27251> /usr/lib/libicucore.A.dylib\n 0x7fff6e586000 - 0x7fff6e587fff liblangid.dylib (133) <30CFC08C-EF36-3CF5-8AEA-C1CB070306B7> /usr/lib/liblangid.dylib\n 0x7fff6e588000 - 0x7fff6e5a0ff3 liblzma.5.dylib (16) <C131EF18-2CDD-3271-8A30-A8760D4FE166> /usr/lib/liblzma.5.dylib\n 0x7fff6e5b8000 - 0x7fff6e65fff7 libmecab.dylib (883.11) <0D5BFD01-D4A7-3C8D-AA69-C329C1A69792> /usr/lib/libmecab.dylib\n 0x7fff6e660000 - 0x7fff6e8c2ff1 libmecabra.dylib (883.11) <E31DE74D-1B88-377F-ACD3-D789D29C3AE7> /usr/lib/libmecabra.dylib\n 0x7fff6ec2f000 - 0x7fff6ec5efff libncurses.5.4.dylib (57) <995DFEEA-40F3-377F-B73D-D02AC59D591F> /usr/lib/libncurses.5.4.dylib\n 0x7fff6ed8e000 - 0x7fff6f20aff5 libnetwork.dylib (1880.120.4) <BA294A54-F309-398D-B308-F97032AFF555> /usr/lib/libnetwork.dylib\n 0x7fff6f2ab000 - 0x7fff6f2ddfde libobjc.A.dylib (787.1) <265783CE-6D74-36C9-B6D2-95D3910199EC> /usr/lib/libobjc.A.dylib\n 0x7fff6f2f0000 - 0x7fff6f2f4fff libpam.2.dylib (25.100.1) <0502F395-8EE6-3D2A-9239-06FD5622E19E> /usr/lib/libpam.2.dylib\n 0x7fff6f2f7000 - 0x7fff6f32dfff libpcap.A.dylib (89.120.2) <86DAA475-805A-3E01-86C5-6CAE4D1D9BC6> /usr/lib/libpcap.A.dylib\n 0x7fff6f3b1000 - 0x7fff6f3c9fff libresolv.9.dylib (67.40.1) <C57EDFEF-D36A-310B-8D14-8C68A625B1E8> /usr/lib/libresolv.9.dylib\n 0x7fff6f3cb000 - 0x7fff6f40fff7 libsandbox.1.dylib (1217.141.6) <1B5B5733-BAD1-3FB6-BA75-2AC4FDCCE7CE> /usr/lib/libsandbox.1.dylib\n 0x7fff6f425000 - 0x7fff6f607ff7 libsqlite3.dylib (308.6) <3E17BEE7-19F3-329D-BBF9-1DD5D54913AD> /usr/lib/libsqlite3.dylib\n 0x7fff6f858000 - 0x7fff6f85bffb libutil.dylib (57) <F01467F6-23A7-37EE-A170-33CE1577B41D> /usr/lib/libutil.dylib\n 0x7fff6f85c000 - 0x7fff6f869ff7 libxar.1.dylib (425.2) <EE964412-9E25-30B3-BCC0-CCEFBCC8094B> /usr/lib/libxar.1.dylib\n 0x7fff6f86f000 - 0x7fff6f951fff libxml2.2.dylib (33.9) <B72D22CE-3429-3217-A8DD-5C9D2077C980> /usr/lib/libxml2.2.dylib\n 0x7fff6f955000 - 0x7fff6f97dfff libxslt.1.dylib (16.12) <42938E5F-5FE9-3265-8D10-1D1115BC5402> /usr/lib/libxslt.1.dylib\n 0x7fff6f97e000 - 0x7fff6f990ff3 libz.1.dylib (76) <793D9643-CD83-3AAC-8B96-88D548FAB620> /usr/lib/libz.1.dylib\n 0x7fff7023f000 - 0x7fff70244ff3 libcache.dylib (83) <AF488D13-9E89-35E0-B078-BE37CC5B8586> /usr/lib/system/libcache.dylib\n 0x7fff70245000 - 0x7fff70250fff libcommonCrypto.dylib (60165.120.1) <C7912BE5-993E-3581-B2A0-6AABDC8C5562> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff70251000 - 0x7fff70258fff libcompiler_rt.dylib (101.2) <49B8F644-5705-3F16-BBE0-6FFF9B17C36E> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff70259000 - 0x7fff70262ff7 libcopyfile.dylib (166.40.1) <3C481225-21E7-370A-A30E-0CCFDD64A92C> /usr/lib/system/libcopyfile.dylib\n 0x7fff70263000 - 0x7fff702f5fdb libcorecrypto.dylib (866.140.2) <E9AAA2A6-D0D4-328A-BEA2-4DC5E513BA30> /usr/lib/system/libcorecrypto.dylib\n 0x7fff70402000 - 0x7fff70442ff0 libdispatch.dylib (1173.100.2) <CD9C059C-91D9-30E8-8926-5B9CD0D5D4F5> /usr/lib/system/libdispatch.dylib\n 0x7fff70443000 - 0x7fff70479fff libdyld.dylib (750.7) <AB99C9EE-7127-3451-89AB-339F8F2CEE61> /usr/lib/system/libdyld.dylib\n 0x7fff7047a000 - 0x7fff7047affb libkeymgr.dylib (30) <DB3337BE-01CA-3425-BD0C-87774FC0CDC0> /usr/lib/system/libkeymgr.dylib\n 0x7fff7047b000 - 0x7fff70487ff3 libkxld.dylib (6153.141.40.1) <7C1BE75F-51A9-3717-BB4D-FD3A3388E060> /usr/lib/system/libkxld.dylib\n 0x7fff70488000 - 0x7fff70488ff7 liblaunch.dylib (1738.140.3) <E2CFD17D-F36C-3734-8F37-16798799EF9E> /usr/lib/system/liblaunch.dylib\n 0x7fff70489000 - 0x7fff7048eff7 libmacho.dylib (959.0.1) <AA613A9C-961A-3B67-B696-4622FA59FC4E> /usr/lib/system/libmacho.dylib\n 0x7fff7048f000 - 0x7fff70491ff3 libquarantine.dylib (110.40.3) <F234E51D-FD0B-3EE4-B679-AE3EE9C536C3> /usr/lib/system/libquarantine.dylib\n 0x7fff70492000 - 0x7fff70493ff7 libremovefile.dylib (48) <7C7EFC79-BD24-33EF-B073-06AED234593E> /usr/lib/system/libremovefile.dylib\n 0x7fff70494000 - 0x7fff704abff3 libsystem_asl.dylib (377.60.2) <1563EE02-0657-3B78-99BE-A947C24122EF> /usr/lib/system/libsystem_asl.dylib\n 0x7fff704ac000 - 0x7fff704acff7 libsystem_blocks.dylib (74) <0D53847E-AF5F-3ACF-B51F-A15DEA4DEC58> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff704ad000 - 0x7fff70534fff libsystem_c.dylib (1353.100.4) <BCD3F031-4A3F-32CF-AB9A-D6EE7A7499D4> /usr/lib/system/libsystem_c.dylib\n 0x7fff70535000 - 0x7fff70538ffb libsystem_configuration.dylib (1061.141.2) <393137B7-3631-3450-B6F4-95EECD3ADDFF> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff70539000 - 0x7fff7053cfff libsystem_coreservices.dylib (114.1) <72857ADA-AA97-398B-B089-F50B2E89064B> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff7053d000 - 0x7fff70545fff libsystem_darwin.dylib (1353.100.4) <19242BF1-BAF6-3DF0-AAD3-93E3E0870DBE> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff70546000 - 0x7fff7054dfff libsystem_dnssd.dylib (1096.100.3) <EBB4C2C2-E031-3094-B40A-E67BF261D295> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff7054e000 - 0x7fff7054fffb libsystem_featureflags.dylib (17) <29FD922A-EC2C-3F25-BCCC-B58D716E60EC> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff70550000 - 0x7fff7059dff7 libsystem_info.dylib (538) <8A321605-5480-330B-AF9E-64E65DE61747> /usr/lib/system/libsystem_info.dylib\n 0x7fff7059e000 - 0x7fff705caff7 libsystem_kernel.dylib (6153.141.40.1) <383B8E9D-B065-3F56-A3DA-B38564280249> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff705cb000 - 0x7fff70616fef libsystem_m.dylib (3178) <D1CF3A92-2424-3420-B375-DEED7AA68C53> /usr/lib/system/libsystem_m.dylib\n 0x7fff70617000 - 0x7fff7063efff libsystem_malloc.dylib (283.100.6) <8549294E-4C53-36EB-99F3-584A7393D8D5> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff7063f000 - 0x7fff7064cffb libsystem_networkextension.dylib (1095.140.2) <F06C65C5-2CBE-313C-96E1-A09240F9FE57> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff7064d000 - 0x7fff70656ff7 libsystem_notify.dylib (241.100.2) <FA22F928-D91B-3AA5-96BB-3186AC0FB264> /usr/lib/system/libsystem_notify.dylib\n 0x7fff70657000 - 0x7fff7065ffef libsystem_platform.dylib (220.100.1) <009A7C1F-313A-318E-B9F2-30F4C06FEA5C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff70660000 - 0x7fff7066afff libsystem_pthread.dylib (416.100.3) <62CB1A98-0B8F-31E7-A02B-A1139927F61D> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff7066b000 - 0x7fff7066fff3 libsystem_sandbox.dylib (1217.141.6) <ACACC5C9-CE29-394C-87AD-3AF5FDDA942E> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff70670000 - 0x7fff70672fff libsystem_secinit.dylib (62.100.2) <F80872AA-E1FD-3D7E-8729-467656EC6561> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff70673000 - 0x7fff7067affb libsystem_symptoms.dylib (1238.120.2) <702D0910-5C34-3D43-9631-8BD215DE4FE1> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff7067b000 - 0x7fff70691ff2 libsystem_trace.dylib (1147.120.1) <BC141783-66D9-3137-A783-211B38E49ADB> /usr/lib/system/libsystem_trace.dylib\n 0x7fff70693000 - 0x7fff70698ff7 libunwind.dylib (35.4) <42B7B509-BAFE-365B-893A-72414C92F5BF> /usr/lib/system/libunwind.dylib\n 0x7fff70699000 - 0x7fff706ceffe libxpc.dylib (1738.140.3) <8DA7D88F-AE2F-3BCF-8426-8D041E57A9AA> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 1\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: 19932468\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=794.6M resident=0K(0%) swapped_out_or_unallocated=794.6M(100%)\nWritable regions: Total=621.9M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=621.9M(100%)\n \n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 1160K 2 \nCoreImage 24K 2 \nCoreUI image data 116K 1 \nKernel Alloc Once 8K 1 \nMALLOC 212.3M 39 \nMALLOC guard page 16K 3 \nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nSTACK GUARD 76K 19 \nStack 10.1M 19 \nVM_ALLOCATE 216K 12 \n__DATA 76.4M 276 \n__DATA_CONST 24K 2 \n__FONT_DATA 4K 1 \n__LINKEDIT 441.8M 6 \n__OBJC_RO 32.3M 1 \n__OBJC_RW 1908K 2 \n__TEXT 352.8M 271 \n__UNICODE 564K 1 \nmapped file 53.4M 13 \nshared memory 632K 14 \n**=======**\nTOTAL 1.5G 689 \nTOTAL, minus reserved VM space 1.2G 689 \n\nModel: MacBookPro10,1, BootROM 422.0.0.0.0, 4 processors, Quad-Core Intel Core i7, 2.7 GHz, 16 GB, SMC 2.3f36\nGraphics: kHW_IntelHD4000Item, Intel HD Graphics 4000, spdisplays_builtin\nGraphics: kHW_NVidiaGeForceGT650MItem, NVIDIA GeForce GT 650M, spdisplays_pcie_device, 1 GB\nMemory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020\nMemory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D5434314753364D465238432D50422020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (7.21.190.33 AirPortDriverBrcm4360-1601.1)\nBluetooth: Version 7.0.6f8, 3 services, 18 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nSerial ATA Device: APPLE SSD SD512E, 500.28 GB\nUSB Device: USB 3.0 Bus\nUSB Device: HP USB 1000dpi Laser Mouse\nUSB Device: Razer BlackWidow\nUSB Device: USB 2.0 Bus\nUSB Device: Hub\nUSB Device: Hub\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: BRCM20702 Hub\nUSB Device: Bluetooth USB Host Controller\nUSB Device: USB 2.0 Bus\nUSB Device: Hub\nUSB Device: FaceTime HD Camera (Built-in)\nThunderbolt Bus: MacBook Pro, Apple Inc., 23.4\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Blender turns off.\nOperating system:\nBig sur 11.5\niMac (Retina 5K, 27-inch, Late 2015)\n4 GHz quadcore Intel Core i7\n32GB 1333 MHz DDR3\n\nGraphics card: AMD Radeon R9 M395 2 GB\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n2.93lts\n2.93.2\n\nI just open the program, but the problem message is open and the program is terminated.\n[report.rtf](report.rtf)\n[report 2.92.2.rtf](report_2.92.2.rtf)\nBased on the default startup or an attached .blend file (as simple as possible).\n\njust open",
"Blender 2.93 LTS crash on macOs big sur \nOperating system: macOs big sur 11.4 on intel-base-iMac, iMac 2019 4K with i5-8500 8Gb Ram\nGraphics card: Radeon Pro 560x 4Gb\n\nBroken: 2.93 LTS\n\nSimply: blender 2.93 LTS crashes instantly after trying to open it. Nothing appears (except the crash screen seconds later) \n\nAs soon as I extracted the application from the DMG archive and moved it to the \"applications\" folder, I tried to open it. You are asked if you want to \"open an application downloaded from the internet\" and immediately after the crash screen. Crash information in the attached text file.\n[blender crash.rtf](blender_crash.rtf)"
] |
Drag and drop Tree Creature blend file into 2.83 crashes Blender RTX 2070 Super
[Blender 2020-02-16 14-51-46.mp4](Blender_2020-02-16_14-51-46.mp4)
**Operating system** - Windows-10-10.0.18362-SP0 64 Bits (Ver 1909)
**Graphics card** - GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19
**CPU** AMD threadripper 3960x CPU
**Motherboard** - Zenith extreme 2 motherboard
**Broken**: version: 2.83 (sub 3)
Just installed windows on a new system and am testing blender 2.83.
1) The tree creature demo crashes every time I try to load it into blender 2.83.
2) I have tested the same scene on blender 2.8, 2.81 and 2.82 and thankfully they all load the **tree creature** nicely.
3) I used this same RTX 2070 super and the **Nvidia studio drivers** on my last PC and blender 2.83 worked great there. So I am worried there might be a bug with the AMD CPU or Asus motherboard or windows 10 pro nvidia drivers potentially.
1) Fresh install of windows 10 pro (64bit)
2) Install latest Nvidia studio drivers
3) Drag the **tree creature** blend file into the viewport with **Optix, Cuda or None** enabled in the system preferences.
demo-files/
4) Blender completely crashes and returns to windows.
The crash also happens when I **file > open** the **Tree Creature** file.
I am also able to open the file if I previously save it as render viewport solid or wireframe but when I switch to material view then blender crashes.
Last of all. I am able to use optix + eevee + material preview in other scenes I created myself. So it seems as though a specific setting in the Tree Creature demo file is causing the crash when the scene is being loaded in.
If I can narrow it down to something in particular like volumetrics in further tests I will let you know.
| [
"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.",
"Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"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",
"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",
"Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n",
"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",
"Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n",
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n",
"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",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n\n\n\nA sample file is attached. Thank you!\n\n",
"Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002248\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)",
"Crash 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 crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer."
] | [
"Crash when trying to open some of the Eevee's demos.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.83.3 hash: a200986273de\nWorked: 2.82.7 official release.\n\nMany of the Eevee demos from demo-files/ can't be opened in 2.83.\n\n- The File-\nMonster - UDIM.\nTree Creature.\nWanderer.\nWasp Bot.\n \n\n * Download the demo files, open with 2.83 Alpha.\n\n"
] |
Crash with Ambient occlusion Node and rendering with Cycle GPU
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24
Broken: version: 3.4.1
adding AmbientOcclusion with Cycle ,Device GPU make my scene gray and then crash
- Open Blender
- go shader and add AmbientOcclusion
- Render Cycle with GPU
- start becoming gray and then crash
| [
"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",
"OptiX Denoiser fails with large output resolution (final rendering completely black)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nDuring my final rendering, in 100% resolution, the final rendering is completely black. When calculating the image everything looks normal, I can see the tiles generating normally. Then the final render appears black. The other layers (shadow, OA, etc.) are well rendered. \n\nThis looks to be caused by OptiX failing to denoise a very large final image.\n\nThe example here will attempt to render a 6144x6144px image on an 8gb 1070 and fail during the Denoising step (leaving a completely black image too).\n\nThe original report attempted to render at >10240px (so adjust accordingly if it doesn't happen at first with your GPU).\n\n- Load attached `denoise.blend` file.\n- Attempt to F12 render\n\n```\nI0301 12:53:47.768775 15952 path_trace.cpp:971] Processing full frame buffer file T:\\Temp\\blender_a18956\\cycles-tile-buffer-15716-2377920588664-0-0.exr\nI0301 12:53:49.619309 15952 denoiser_gpu.cpp:51] Creating temporary buffer on denoiser device.\nI0301 12:53:50.388029 15952 device.cpp:669] Buffer allocate: RenderBuffers, 2,868,903,936 bytes. (2.67G) in device memory\nI0301 12:53:50.995292 15952 device_impl.cpp:80] using cuda device \"NVIDIA GeForce GTX 1070 with Max-Q Design\" (6.1), buffers: fp16, Winograd convolution, rt v11060\nI0301 12:53:52.356184 15952 device.cpp:669] Buffer allocate: __denoiser_state, 2,999,350,016 bytes. (2.79G) in host memory\nI0301 12:53:52.356184 15952 device_impl.cpp:80] layers created for resolution 4352 4352, inp 8, outp 3\nE0301 12:53:52.356184 15952 device_impl.cpp:74] copy of converted weights failed (CUDA error string: invalid argument, CUDA error code: 1)\nFailed to set up OptiX denoiser\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nE0301 12:53:52.356184 15952 denoiser_optix.cpp:577] OptiX denoiser configuration has failed.\n\n```\n\nVerbose 5 logs attached.\n\n",
"EEVEE Ambient Occlusion incorrect composition (affected by Bent Normals even at Factor of zero)\nOperating system: rx 6800\nGraphics card: windows 10\n\nBroken: blender-2.93.0-a9e7d503ddcd-windows64\n\nthe ambient occlusion does not appear to blend correctly both in viewport and in final renders\n\nno ambient occlusion\n\nao factor 1\n\nao factor 0\n\n[incorrect ao composition.blend](incorrect_ao_composition.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"EEVEE: Shader error for incorrect type connected to a AOV Output\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\n\n\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\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",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"Cycle Shader Displacement does not distinguish Instances by Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n\n\n[DISPLACEM.blend](DISPLACEM.blend)",
"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\n\n- Open attached file and bake ambient occlusion.\n[Bake_Test.blend](Bake_Test.blend)\n\n",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"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",
"Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"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)"
] | [
"Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.",
"render error with optix gpu with AO node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nrender error with optix gpu ,but cpu optix is OK, \n\nwhen the AO node of cycles is enabled, can't be rendered with optix gpu. but cpu optix is OK, \n\nBiohJK3D6yw\n[error render with optix gpu.blend](error_render_with_optix_gpu.blend)\n",
"Ambient occlusion node breaks render kernels\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.4.1\nWorked: Never\n\nAny time I use an ambient occlusion node in the material editor in cycles with GPU it loads render kernels for 2-3 minutes then I get the error `Illegal address in CUDA queue copy_from_device (integrator_shade_surface_raytrace integrator_sårted_paths_array prefix_sum)`\n\n1. Make a new scene or open an old file\n2. Select an object and add an ambient occlusion node to the material\n3. Plug in the ambient occlusion node anywhere on the node graph and watch the kernels compile then fail.\n\n",
"Unresponsive with Ambient Occlusion node\nOperating system: win 10\nGraphics card: RTX 2060 6GO\n\nBroken: Since 3.2.2 and HIGHER Like 3.3 BETA and 3.4 alpha\nWorked: 3.2.1 and older\n\nBlender is unresponsive when the AO nodes draw the result in the viewport.\n\n- Create a material\n- Assign an AO node to the base color\n- Ensure that Cycles is used as render engine and device is set to *GPU*\n- Switch to the render view\nIt either renders nothing or becomes unresponsive."
] |
Metaballs render mistake in 3.4.1
Operating system: Win 10
Graphics card: 3090ti +3090
Broken: (3.4.1, Stable)
Worked: (3.1.2 Stable)
I worked with two metaballs one sitting in the other then i animated one metaball outwards so it pushed trough the others wall. In viewport everything worked. When i hit render it gives artifacts when it starts pushing trough the main metaball. (see video)
I tried to do the following things that didnt work
- adjusting resolution of metaballs up and down.
- Persistant data off
- Rerendering affected frames.
**Other blender version worked**
I tried the same file in 3.1 and it doesnt have the issue.
Just open file in 3.4.1 and hit render it only happens in the first transition so from frame 38 till 50 or so. frame 41 for example makes a glitch.
| [
"Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n",
"Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n",
"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",
"Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.",
"Artifacts when composing render passes with SSS, EEVEE and SSR\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0 Beta\nWorked: I'm not sure this behavior is new. Blender 3.2 displays the same behavior.\n\nWhen compositing render passes that have been generated using EEVEE, and an object has Subsurface Scattering enabled, and Screen Space Reflections are enabled, and Half Res Trace is disabled, artifacts are generated. The combined pass, however, correctly renders.\n\n\n*What I get (demo file included below)*\n\n\n*What I should get*\n\nNote: if Half Res Trace is enabled, the problem disappears.\nAlso, if Cycles is used to render the same scene, the passes do not display these artifacts.\n\n\n\n\n- Create a file that uses EEVEE as renderer.\n- Enable Screen Space Reflections. Disable Half Res Trace.\n- Create an object with Subsurface Scattering\n- Enable the following necessary render passes: Diffuse Light, Diffuse Color, Specular Light, Specular Color\n# In compositing, mix as follows the passes: multiply Diffuse Light and Diffuse Color; multiply Specular Light and Specular Color; add them.\n\nChanging the roughness can make the effect more extreme. Having a very contrasty roughness map exacerbates the problem:\n\n\n*a contrasty roughness map*\n\n\n*the render showing the problem more extremely*\n\n\n*how it should be*\n\nThe final result should be akin to the one posted above. You can compare the composited result with the one that is already combined: the combined one does not display the issue. Using Cycles for the same setup also works without problems.\n\nThe inconsistency of results mentioned above makes me believe this is a bug, and hence my report.\n\nDemo file: [sstest.blend](sstest.blend)",
"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",
"Stereoscopic render - Convergence Plane doesn't show in the cameraview while in viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.0\nWorked: version: 3.4.1\n\nConvergence Plane doesn't show in the cameraview while in viewport. It work when the mode is in Toe-in but not in off-Axis.\nI made the exact same steps in 3.4 and it works.\n\n- Render engine : Cycles\n- Output properties : stereoscopy\n- Objecte data properties : \n - Lens type : panoramic \n - Panorama type : Equirectangular\n -Stereoscopy \n - Mode : Off-Axis\n -Convergence Plane : doesn't change in the cameraview but we can see the plane in the viewport\n\n\n[Based on the default startup .blend file (as simple as possible)]\n\n",
"modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n",
"Metaballs with drivers hangs Blender\nOperating system: Ubuntu 21, Windows 10\nGraphics card: Nvidia GeForce GTX 1060\n\nBroken: 3.1\n\n1. Add metaballs to scene.\n2. Add drivers changing the scale of the balls by moving an empty.\n3. Move the empty. Blender hangs or crashes.\n\nLoad the attached .blend file. Move the empty along the X axis.\n\n[Fade_1.blend](Fade_1.blend)",
"Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n|  CPU |  CUDA |  OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n",
"Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n",
"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",
"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",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)",
"Motion blur artifacts on certain frames EEVEE\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: not sure\n\nMotion blur on error appears on same certain frames.\n\nblend attached Error appears on frames : 49 , 60, 85, 95, 103, 119,130\n\n[blur test.blend](blur_test.blend)\nnormal frame \n\nerror frame \n\nvideo with error frames [0001-0300.mp4](0001-0300.mp4)\n\n"
] | [
"Regression: Metaballs have jagged normals in 3.4\nOperating system: macOS-12.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.4.0\nWorked: (3.3)\n\nCaused by: eaa87101cd\n\nMetaballs have jagged edges on refractions in Cycles.\n\nUse Glass BSDF in Cycles. In the example you can see Icosphere on the left and Metaball on the right side.\n\n\n\n[Metaballs 3.4.blend](Metaballs_3.4.blend)"
] |
Inconsistent modal operator text [header vs. status bar]
Broken: Actual 2.81beta
When you use the bevel tool with the hotkey blender show the info of the operation in the statusbar instead the rest of modals tools that use the header. | [
"Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)",
"Error de progama\nno me aparece el modo vèrtice\n\n",
"Viewport header menu, late/wrong responce to hover and click\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\nSometimes menu stucks when mouse pointer already over another menu.\n[2021-11-12_14-21-18.mp4](2021-11-12_14-21-18.mp4)",
"'BLOCKING' operator option on multiple windows\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: -\n\n'BLOCKING' operator option on multiple windows stop blocking everything else from using user input on window focus change (active window).\n\n* Enter edit mode, select Knife Tool.\n* Open new window in same session\n* Start Knife operator (because its built-in 'BLOCKING' modal operator) in first window\n* Mouse click on desktop/Blender console/taskbar (change window focus)\n* Click in second window (its already \"unlocked\")\n* Select all > Delete\n* Click on first window\n* Blender crush\n\n\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n",
"Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831",
"PyAPI: template_modifiers doesn't work in the viewport\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\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\n",
"Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n",
"Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n\n\n[tmp_2.blend](tmp_2.blend)",
"[Python API] Not working `alert' property of 'bpy.types.UILayout' that contains 'popover'\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.1\nWorked: seems to be never worked\n\n**'Alert' property of 'bpy.types.UILayout' that contains 'popover' is not displayed**\n\n1. Open file `space_outliner.py`\n2. Set`OUTLINER_PT_filter` row layout `alert` property to `True` and `active` property to `False`\n\n\n\n**Expected:**\n\nWe expect row to be of red color because of `alert=True` and reduced opacity because of `acitve=False`\n\n**Result:**\n\n\n\nIt is not working for row layout that contains `popover` method\n\n",
"Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n\n\n\n\n\n\n\n",
"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.",
"Bevel vertex weight problem with Solidify modifier in simple mode\nOperating system: Win10\nGraphics card: 1050ti\n\nBroken: (3.2.0 Alpha from 2022-02-21 23:28)\n\nSolidify doesn't create beveled edge from extruded points in simple mode\n\n\n # Open file and switch between *complex* and *simple* modes inside Solidify modifier -> extruded edges got beveled or not\n\nFrom scratch:\n - Create a plane\n - Assign full bevel weight for both verts and edges\n # Add Solidify and Bevel modifiers (weight mode)\n\n[solidify+bevel_weight_problem.blend](solidify_bevel_weight_problem.blend)\n",
"Inconsistent use of terms \"Border\" and \"Region\"\nBlender Version: 3.1.2\n\nTo my knowledge, the term Render Border is (or will be) deprecated. It used to be what is now called Render Region and had the same meaning. Some operators still use that term though.\n\n- in Preferences > Interface, enable \"Developer Extras\"\n- in 3DView, hit F3 and type \"border\". There are 5 results:\n - \"Zoom to Border\": This one is unrelated, as it doesn't refer to Render Regions. Could still use the term Region anyway, though border is fine to me here.\n - \"Reset Render Border\": should definitely use the term Region\n - \"Clipping Region\": unrelated to Render Region, but python operator label uses \"border\" while the UI name uses \"Region\" (API backwards compatibility reasons?)\n - \"Set Render Region\": same here, python label uses \"border\", UI name uses \"Region\".\n\nKeeping the legacy term in the API label makes sense (prevents add-ons from breaking), though eventually it should be consistent with the UI. At the very least the UI names should be consistent.\n\nNote: Changing to \"Region\" was a great decision imo, as its meaning is much more explicit than Border.",
"2D transform operations show options and use a modal keymap intended for 3D transform\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 Alpha\n\ntransform.seq_slide and transform.transform are linked to the transform keymap of the 3D transform. This results in the wrong shortcuts hints #83307 in the status bar and also wrong options in the Edit Last Operation: \n{[F9508650](transform_last_operation.gif),size=full} \n\n- Use `Move/Extend from Current Frame` to move the handle.\n- Check the `Edit Last Operation` options\n\n",
"Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n"
] | [
"Finish keymap display in status bar\nWe need to go through all usage of `ED_workspace_status_text` and `ED_area_status_text` and make it use the new convention:\n\n* The statusbar shows keymaps, with the new keymap drawing with icons.\n* Area header shows values and state being edited, so it's close to where the user is looking.\n\nSome example issues:\n* Knife shows mixed keymap and state text in the status bar, should be split up.\n* Transform operator shows a long list of keymap items, could be organized to show fewer.",
"Improve keymap display in status bar\nWe need to go through all usage of `ED_workspace_status_text` and `ED_area_status_text` and make it use the new convention:\n\n* The statusbar shows keymaps, with the new keymap drawing with icons.\n* Area header shows values and state being edited, so it's close to where the user is looking.\n\nSome example issues:\n* Knife shows mixed keymap and state text in the status bar, should be split up.\n* Transform operator shows a long list of keymap items, could be organized to show fewer."
] |
Paint Mask doesn't work properly [visual bug]
Operating system: Windows 10
Graphics card: GTX 1050 Ti
Worked: 3.3.0
Paint Mask option normally shows only the selected faces and gray out unselected faces but sometimes even though there are selected faces it grays out the whole mesh. I don't know what causes this but it happens randomly.
As you can see in this pictures I selected some faces but in texture paint mode the whole mesh is gray. Paint mask is still working but the visual bug makes it really hard to work with.


I couldn't find a way to successfully reproduce it. It seems to happen randomly? As a workaround I reselect the faces in texture paint mode by pressing L to select linked faces. I hope this is clear enough. If more info needed I can provide it.
| [
"Blender 3.5 Image editor does not fully refresh on some zoom levels while painting\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 526.86\n\nBroken: version: 3.5.1\nWorked: 3.3.2\n\nBlender 3.5 Image editor does not fully refresh on some zoom levels while painting\n\n\n- Open attached file\n- Scribble on the top left image editor\n- On 3.4.1, 3.5.0 and 3.5.1, the image editor being painted doesn't seem to update the view fully, both only below that uv seam line, and 3.5.0 had more portions that aren't updated compared to 3.5.1.\n- Zoom in/out, it refreshes back to normal.\n\nNote:\n\n- This only happens on some particular zoom levels, sometimes I can get a lower zoom level to produce this error too, by zooming in and out and draw, you could probably find some more zoom levels where the image update region isn't complete.\n- When you zoomed out to some level and it works, and then you could zoom to some other level it could fail again.\n\n| 3.3.2 (correct) | 3.4.1 | 3.5.0 | 3.5.1 |\n|--|--|--|--|\n|  |  |  |  |\n\n------\n\nOriginal description:\n\nWhen zoomed in at a particular level the real time properties of the image editor stop working, In the short video i sent I am painting a texture using the Image editor window, it updates the texture on the model and the UV editor below, but the image editor window doesnt update until I either zoom in or zoom out, At first I thought it was random but then I found it can be easily replicated by simply being zoomed in at the level that I was when the bug was happening.\n",
"Wrong interaction by extrude region with 2 cube's faces\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.22\n\nBroken: version: 3.1.0\n\nWhen extrude the \"z\" and \"-x\" faces of cube they extrude up \n\n* Create a cube\n* Choose edit mode\n* Select \"z\" face(top of cube) and \"-x\" face\n* Use Extrude Region or press E\n\n{[F12930516](image.png), size=full}\n\nThanks!",
"Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!",
"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)",
"Symmetry on sculpt mode won't work with auto masking topology enabled\nOperating system: Windows-11\nGraphics card:Quadro RTX 3000/PCIe/SSE2\n\nBroken: Blender 3.5.0\nWorked: N/A\n\nSymmetry on sculpt mode won't work with auto masking topology enabled.\n\n\n- Have a mesh that has two disconnected parts across a symmetry axis.\n- Enter sculpt mode, turn on \"Advanced -> Topology\" (topology auto masking).\n- Turn on X symmetry for sculpting brushes.\n- Sculpt on one part of the mesh, the opposite side doesn't change.\n",
"Sculpt brushes in UV editor work only with UV of active object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3, 3,4\n\nsculpt brushes in the UV editor work only with the active object\n\n1. Create several meshes and select it\n2. Go to edit mode\n3. Use sculpt brushes (before this step, it is necessary to place the uv so that it is convenient to track where the uv of the active object is located, and where the uv of the remaining selected objects is located)\n[#103956.blend](T103956.blend)\n[2023-01-18 04-53-24.mp4](2023-01-18_04-53-24.mp4)",
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394",
"Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n",
"Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n",
"Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n",
"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",
"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",
"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",
"Texture paint: Bleedind around thin cuts do not fill texture\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\nWorked: never?\n\n\n1. Wider distance allow to overlap color\n2. closer distance between faces do not\n3. closer distance between islands allow to overflow to neighbour island…\n\n\n[bleeding test.blend](attachment)\nopen file, try to paint as seen in the [video 2023-03-24_05-09-32.mp4](attachment)\n\n",
"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)"
] | [
"Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n"
] |
[GN] Delete Node Deletes All Points.
Broken: 3.2
Found one issue. I added a Delete node and set it to Edges but the node delete even points without edges. That looks weird. Could you please check it out. I attached a blend file.
[tmp_1.blend](tmp_1.blend)

Open my blen file and see that there are no points anymore. | [
"Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)",
"Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\n\n",
"sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n",
"Bevel/Crease lost after joining geometries in the Geo-Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nJoining the geometry in the node tree removes the bevel weight and crease data.\n\n\n\n\n\n[Geo-Node Bevel_Crease.blend](Geo-Node_Bevel_Crease.blend)\nOpen the given file and try toggling the modifiers.\n\n\n",
"Measures are referred to as annotation layers but are not deleted when removing the layer.\nBroken: version: 2.83 (sub 0)\n\nUnable to delete measure through annotation layers, only after getting into edit mode on an object the measure annotations dissapears.\n\n- In the default blender scene select the `Measure` tool and create a measure in 3dview.\n- Go to Sidebar(N) -> View -> Annotations and remove `RulerData3D`.\n- Note that the ruler remains in 3dview.\n",
"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",
"Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```",
"Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)",
"Geometry Nodes: Add option to Set Spline Cyclic node to keep shape\n### Problem\n\nAt the moment setting a closed spline to not cyclic, creates a hole between the first and last control point.\n\n### What needs to change\n\n- Add a boolean field input to the node, called `Keep Shape`. \n- The field gets evaluated on the spline domain, just like the other inputs to the node.\n- If the original spline was cyclic, an extra control point is added at the position of the first control point where the field is `true`.",
"Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\n\n\n\n",
"Regression: NODE_OT_add_search ignores NodeItems entries\nBroken: 3.4\nWorked: 3.3\nCaused by bdb5754147\n\nNodeItems entries are not taken into account when using the node `Shift+A` search functionality.\n\n- Load and register the `Python > Custom Nodes` script template.\n- Use the `Shift + A` search functionality.\n- In 3.4 `Node A` and `Node B` are missing.\n\n| 3.3 | 3.4 |\n| -- | -- |\n|  |  |\n\n**Reproduction File**\n[NodeItemsSearchRegression.blend](NodeItemsSearchRegression.blend)\n\n**More Context**\nIn Malt (https:*github.com/bnpr/Malt), we generate most nodes from a few node classes (https:*github.com/bnpr/Malt/tree/Development/BlenderMalt/MaltNodes/Nodes) and auto-generated GLSL reflection data. \nWe also use NodeItems to allow searching directly for node drop-down subcategories. (ie. you can search directly for `Dot Product`, instead of searching for `Vector` and then selecting the `Dot Product` option) \nBut none of this works in 3.4",
"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",
"Geometry Nodes: Store Named Attribute does not propagate existing data when the domain changes\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Beta\nWorked: Never.\n\nWhen using `Store Named Attribute` using a selection to store data on a subset of the geometry, the remaining elements keep their data that is already stored in that attribute. Because the name space of all attributes is shared, regardless of the domain, storing under the same name on a different domain will overwrite the attribute data. However, this will not implicitly propagate the existing attribute data for elements outside of the selection. That would be the expected behavior, as without a change of domain this is what happens and implicit domain conversions happen regularly in geometry nodes as necessary.\n\n| On a top face | On bottom vertex |\n| -- | -- |\n|  |  |\n\n[store_attribute_propagation.blend](attachment)\n\n",
"UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n\n\n--\n\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)",
"Physics / Simulation Nodes Baking User Interface\nThis proposal unifies the Physics panels to be closer to the modifiers. There is no functional change besides the user interface.\n\nThen it adds the Simulation panel as a panel which is always visible for the objects. It is not part of the Add Physics.\n\n\n\nOpen questions:\n* Should Delete / Bake All Dynamics also take into account Simulation Nodes?\n\n"
] | [
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n\n\n\n\n\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n"
] |
Blender Flickering
Operating system: Windows 10
Graphics card: RX580
Blender Version : 3.0.1
Hi, I recently changed some stuff on my pc, as changing User's name, did a huge windows 10 update, and updating my graphic drivers. And now, when I start blender, one time out of two the whole UI is flickering and it crashes when i wanna load a file, or sometimes just by trying to go in the settings. So I formated my Window's SSD, everything was clean, and downloaded Blender again. The flickering didn't disappeared, I tried to reset drivers, and now i'm wondering if I should flash my graphic card (I don't really understand what it means).
Thanks a lot for your help <3 | [
"Some GUI Pannel takes forever to load\nHello,\nOperating system: windows 10\nGraphics card: NVDIA RTX a2000 with latest driver\nIntel I7 with desactivated integrated gpu\n\nBroken: 3.5, 3.6\n\nBlender starting up is very slow\nmore importantly GUI is unresponding ( often around 25 sec ) when accessing to:\n>\"shading\" panel\n>Window explorer ( loading an image texture for example)\n>Material preview mode\n>Display render preview\n>Accessing preferences\n>Rendering window\n\nNo problem for modeling rendering etc. loading theses GUI parts seems to be the only lag itself.\n\nWhat i've tried:\n>Disable all addons\n>Factory user prefs\n>Deleted user pref app data folder\n>Updating driver to the latest version\n\ntried on 3.5. > Still the same\n\nThe lag is present even with the most basic file available\nIt has always been like so since i installed my pc.\n\nThanks\n\n",
"Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n",
"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",
"My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n",
"Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded",
"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)",
"EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n",
"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 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",
"Shading Problem in Eevee in Top Orthonographic View When the Scale is not Applie Yet\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: Never\n\nThere is a strange shading problem in Eevee that happens when the object is scaled and the scale is not applied yet. The light needs to be at certain angle to make it appear. The problem also has to do with the topology of the mesh, it is hard to notice with just one face (though still there as you can see it flickers when you scale it), but it becomes obvious when subdivided.\n\n\nBased on the attached .blend file \nOpen my .blend file, you can see there is a circle and a light in the scene. You can see the problem by turn on render view. The light is placed at certain angle to make the problem show. \nThe circle was created using the below steps:\n\n(0. delete or hide my circle)\n1. Shift A and add a circle\n2. Lower left corner menu, the fill type choose Ngon\n3. Scale it up a little, don't apply the scale, and you can see it flickers during the scaling process\n4. Edit mode, hit the a key to choose all, hit the i key to inset the circle, and then inset it again, and see it has to do with the topology\n5. Object mode, ctrl a apply the scale, the problem is gone, it has to do with the scaling.\n[Orthonographic Top View Shading Problem.blend](Orthonographic_Top_View_Shading_Problem.blend)\n\n",
"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",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Rendering 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"
] | [
"Possible conflict with amd Radeon RX 580 driver 21.40.11.03-211201a-374383E (Latest driver)\nOperating system: Windows 10\nGraphics card: Radeon RX 580 Series\n\n\nBroken: 3.0.0 and 2.91.2\nWorked: 2.91.2 (prior to amd RX 580 driver update )\n\nTried importing obj file in 2.91.2, blender crashed to desktop.\nTried opening a blender file same again.\nTried updating to 3.0.0 still crashing on opening/importing/saving.\nReverted everything I could think of since last time Blender worked (Re-disabled hardware virtualization and uninstalled all recent programs) except rolling back driver update (which is a pain with the new software manager but I'm trying it now).\nI've even tried downloading random .obj files from Turbosquid, same problem\nAlso now the screen is flickering when rotating the camera..\nNo crash logs when running blender_debug_gpu.cmd but I've got debug output and blender_system_info if that helps?\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\nOpen Blender.\nImport obj or open a blend file.\nCrash."
] |
New caustics system only considers one shader node.
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49
Broken: version: 3.4.0 Alpha
The new caustics system in cycles only takes into consideration one of the caustics generating shader nodes, rather than considering the combined shader nodes.


Connect multiple caustics generating shader nodes into a mix or add shader with all the caustics systems enabled (light set to cast caustics, refractive or reflective object set to cast caustics in object settings, and a diffuse object set to receive caustics in object settings)
Example Blend file: [difraction test.blend](difraction_test.blend)
| [
"Cycles: path guiding\n**Status**\n\nRequired for Blender 3.4\n\n- [x] Release notes\n- [x] Manual documentation\n- [x] Update to latest OpenPGL release\n- [x] Investigate volume direct light correctness, see TODO in `shade_volume.h`\n- [ ] Tests\n - [ ] Enable once deterministic sampling is added\n - [ ] More complete regression .blends\n\nOther\n\n- [ ] Closure support\n - [x] Diffuse BSDF\n - [ ] Translucent BSDF\n - [x] Specular BSDF\n - [ ] BSSRDF\n - [x] Volume Phases\n- [ ] Performance\n - [ ] Reduce deterministic training overhead?\n - [ ] Learn guiding vs. BSDF sampling probability?\n- [ ] MNEE compatibility\n- [ ] GPU support\n\n**Background**\n\nFor more efficient rendering of difficult light setups, including caustics to some extent.\nindex.htm\n\nBased on integrating Intel Open Path Guiding Library:\nopenpgl",
"Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n",
"Cycles shading nodes missing updates when editing muted nodes\nOperating system: Linux-5.13.0-28-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nConnecting, desconnecting or muting separate node doesn't properly update \n[cycles update.m4v](cycles_update.m4v)\n\n[cycles update bug.blend](cycles_update_bug.blend)\n\n1- Switch viewport to render preview\n2-Connect the separate node. \n3-mute unmute, connect disconnect as its shown in the video description. ",
"if multiple splines on the same place... no selection is visable\nOperating system: Linuxmint 19.0\nGraphics card:Geforce GTX1050\n\nBlender Version\n81ea815dcb6, blender2.8, 2018-12-12\n\nI created a spline for modelling.\nThen I converted the spline into a mesh.\n\nI want to delete some vertices, but I could not select any.\nBy clicking an moving I saw there is 1 vertice selected.\n\nBut any other selection is blind.\n\nBy the way: I don't even know how these >10 splines were created...\nsuddenly they where there...\n\n\n[Bug-Multiple Objects.blend](Bug-Multiple_Objects.blend)\n",
"Render artifacts in Cycles with multi material with sss combined with glass or transparent \nOperating system:\nGraphics card: rtx 2080 TI\n[Bug_joined_object_sss_and_transparency_01.blend](Bug_joined_object_sss_and_transparency_01.blend)\n\nBlender version 3.0 stable\nRender artifacts in Cycles when rendering a multi material mesh with sss combined with glass or transparent shader. the transparent shader is shadowing the sss part of the model. this is not the case when the shaders are also separated in to two different objects. \n\nCreate two boxes assign a sss shader to one and transparent shader to the other. render in viewport. It works as supposed to. Now join the two objects in to one mesh. Render and see the \"shadow\" artifacts. or see attached file",
"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\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",
"creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n",
"Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n",
"Motion Blur keyframes is ignored when rendering animation\nOperating system: Windows 10 Home\nGraphics card: RTX 2080 Ti\n\nBroken: 3.4.1\nWorked: don't know\n\n\nUsing Cycles, if I keyframe motion blur then the keyframed data is ignored when rendering an animation. It just uses the keyframed value for the currently selected frame and uses that value for ALL frames.\n\nSo it works OK rendering a single frame because it reads the keyframed value for that frame, but for an animation it just uses that single value throughout.\n\n- Open attached .blend file or:\n - Start with default blend file.\n - Set end frame to 10\n - Change to Cycles\n - Keyframe cube location at frame 1\n - At frame 10, move cube to x=4 and keyframe location\n - Enable motion blur\n - At frame 1, keyframe it to 0\n - At frame 2, keyframe it to 0.5\n- Move to frame 1 and render animation. It will have no motion blur on ANY frame.\n- Move to frame 2 and render animation. It will use motion blur of 0.5 on every frame (including frame 1).\n\n[MotionBlurBug.blend](https://projects.blender.orgattachment)\n",
"Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)",
"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.",
"Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n\n\n\n",
"Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!",
"Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n",
"Cycles: Refraction shaders work incorrectly with normals as mesh attributes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Last main.\nWorked: Never?\n\nNormals created as Normal input node in Geometry Nodes. Captuted on mesh and saved as named attribute.\n- Dot product return 1.0f (~+some error) result for shader Geometry normals and named attrbite.\n- Distance between shader Geometry normals and named attribute is 0.0f.\n\nBoth normals are the same (?). But shader node produce different results for both kinds:\n\n| Normals | Refraction materials |\n| -- | -- |\n|  |  |\n\nSee attachet example file.\n\nFrom scrath:\n1. Create mesh with Geometry Nodes modifier.\n2. Connect Normal input node to output of Geometry Nodes modifier node tree.\n3. Set the name for modifier output.\n4. Appy modifier.\n5. Add Material.\n6. In material, create Geometry input node and Named Attribute.\n7. Add Refraction Shader node and try to put both normals and see results."
] | [
"MNEE work only with 1st refractive shader node and ignore other inside one material\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\n**Short description**\nMNEE just ignores any refractive shader except the 1st one:\n\n\nFile:\n[test caustic.blend](test_caustic.blend)"
] |
Crush on launching
Operating system: Linux Mint 19.1
Graphics card: Device-1: NVIDIA G96 [GeForce 9500 GT] driver: nvidia v: 340.107
```
Display: x11 server: X.Org 1.19.6 driver: nvidia
unloaded: fbdev,modesetting,nouveau,vesa resolution: 1920x1080~60Hz
OpenGL: renderer: GeForce 9500 GT/PCIe/SSE2 v: 3.3.0 NVIDIA 340.107
```
Broken: ver. 2.83, 94376-d924e31b421-0thomas~bionic0, 2020-03-22
Worked: 92811-4aa703aa143-0thomas~bionic0
Crush on launching.
**In Terminal:**
Read prefs: /home/usr/.config/blender/2.83/config/userpref.blend
GPUShader: compile error:
0(615) : error C0105: Syntax error in #if
0(615) : error C0105: Syntax error in #if
0(616) : error C0000: syntax error, unexpected '!' at token "!"
0(617) : error C0000: you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL
0(634) : error C0000: syntax error, unexpected reserved word "return" at token "return"
0(648) : error C0000: syntax error, unexpected reserved word "return" at token "return"
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)
**blender.crash.txt(/tmp):**
# Blender 2.83 (sub 10), Unknown revision
# backtrace
/usr/lib/blender/blender(BLI_system_backtrace+0x33) [0x5589ac833bc3]
/usr/lib/blender/blender(+0x141656f) [0x5589aa0fb56f]
/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7f33961e1f20]
/usr/lib/blender/blender(GPU_shader_get_uniform_block+0x4) [0x5589ac73a9d4]
/usr/lib/blender/blender(+0x179ac8b) [0x5589aa47fc8b]
/usr/lib/blender/blender(DRW_shgroup_create+0x1c) [0x5589aa4819fc]
/usr/lib/blender/blender(workbench_antialiasing_cache_init+0x11e) [0x5589aa4dfb7e]
/usr/lib/blender/blender(workbench_cache_init+0x39) [0x5589aa4a1fd9]
/usr/lib/blender/blender(+0x1796e3e) [0x5589aa47be3e]
/usr/lib/blender/blender(DRW_draw_render_loop_ex+0x429) [0x5589aa47d3e9]
/usr/lib/blender/blender(view3d_main_region_draw+0x8f) [0x5589aaac755f]
/usr/lib/blender/blender(ED_region_do_draw+0x571) [0x5589aa6c1b61]
/usr/lib/blender/blender(wm_draw_update+0x47e) [0x5589aa39ad6e]
/usr/lib/blender/blender(WM_main+0x30) [0x5589aa398d30]
/usr/lib/blender/blender(main+0x2ee) [0x5589aa09e88e]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7f33961c4b97]
/usr/lib/blender/blender(_start+0x2a) [0x5589aa0f7bca]
| [
"Segfault in CustomData_blend_read\nOperating system: Debian Linux, Stable\nGraphics card: GTX970\n\nBroken: 3.6.0 Alpha, branch: main (modified), commit date: 2023-04-05 18:55, hash: 92c9c1d4003e, type: Release\nWorked: Unsure. Old blend I loaded and worked on for a while. Errors on open now.\n\nSegfault on load.\n\n1. Load blend, or open blender and load blend\n\n(No idea what the gvfs error is.)\n```\nFailed to open dir (No such file or directory): /run/user/6001/gvfs/\n[New Thread 0x7fffe3ae9700 (LWP 2310937)]\n...\n[New Thread 0x7fffdb9fe700 (LWP 2310945)]\nRead blend: \"/tmp/segfault.blend\"\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000001009af9 in CustomData_blend_read (reader=0x7fffffffd498, data=0x7fffd9c471f0, \n count=5002)\n at /opt/src/blender-git/blender/source/blender/blenkernel/intern/customdata.cc:5194\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n(gdb) l\n5189\n5190 int i = 0;\n5191 while (i < data->totlayer) {\n5192 CustomDataLayer *layer = &data->layers[i];\n5193\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n5195 layer->flag &= ~CD_FLAG_IN_MEMORY;\n5196 }\n5197\n5198 layer->flag &= ~CD_FLAG_NOFREE;\n(gdb)\n```\n\n",
"Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\n```",
"Crash when 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",
"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\".",
"Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n",
"Crash 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.",
"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",
"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.",
"(Unneccessarily) restricted execution in scripted expression drivers (using e.g. \"self\", \"bpy.data\")\nOperating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.0\n\nself causes error in scripted expression drivers\n\nIn scripted expression drivers using expression \"self.location.x\" from Blenders manual and \"self.location[0]\" from online examples both fail with \"ERROR: Invalid Pythpn expression\".\nI have enabled \"Use Self\" in driver and \"Auto Run Python Scripts\" in preferences\n\n",
"Crash on startup with LibDecor on Wayland\nAlmaLinux 9.2, probably Rocky Linux 9.2 and RHEL 9.2 as well, although I did not try those too. \"Bug for bug compatible...\"\n\nBroken: Blender 3.6.0 Beta (hash 2533576802f5 built 2023-05-25 23:31:27)\n\nBlender 3.6.0 does not use Wayland on AlmaLinux 9.2, stating Blender from the commandline produces the following messages:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nInstall Blender into the /opt/blender directory and launch Blender from the command line with:\n\n`/opt/blender/blender`\n\nAnd you will see that bit of error messages appear:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nDe-install libdecor from the system and Blender will run on that same system but with X11...\n\n",
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"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```",
"Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ",
"Blender 3.6.3 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",
"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)"
] | [
"GPUShader: compile error on opening blender \nOperating system: Linux Mint\nGraphics card: 4.4.0 NVIDIA 340.107\n\nBlender 2.83 (sub 9), Commit date: 2020-03-18 15:41, Hash 9e382dd2a3d8\n\n**Backtrace**\n/home/xuse/soft/blender283/blender(BLI_system_backtrace+0x1d) [0x7404e0d]\n/home/xuse/soft/blender283/blender() [0x16b5a32]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7fb2c0306f20]\n/home/xuse/soft/blender283/blender(GPU_shader_get_uniform_block+0x4) [0x611d2c4]\n/home/xuse/soft/blender283/blender() [0x1a9ecbb]\n/home/xuse/soft/blender283/blender(DRW_shgroup_create+0x1c) [0x1aa09bc]\n/home/xuse/soft/blender283/blender(workbench_antialiasing_cache_init+0xfe) [0x1afc0ee]\n/home/xuse/soft/blender283/blender(workbench_cache_init+0x39) [0x1ac0669]\n/home/xuse/soft/blender283/blender() [0x1a9b146]\n/home/xuse/soft/blender283/blender(DRW_draw_render_loop_ex+0x3a4) [0x1a9c5d4]\n/home/xuse/soft/blender283/blender(view3d_main_region_draw+0x8f) [0x209c9cf]\n/home/xuse/soft/blender283/blender(ED_region_do_draw+0x8f1) [0x1cb91b1]\n/home/xuse/soft/blender283/blender(wm_draw_update+0x527) [0x1962197]\n/home/xuse/soft/blender283/blender(WM_main+0x30) [0x19600a0]\n/home/xuse/soft/blender283/blender(main+0x321) [0x15ec8f1]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7fb2c02e9b97]\n/home/xuse/soft/blender283/blender() [0x16b225c]\n\nBroken since: blender-2.83-7ba403dc94c3\nWorked: blender-2.83-212660f46745\n\n**When trying to launch from cmd, I get:**\nfound bundled python: /home/xuse/soft/blender283/2.83/python\nGPUShader: compile error:\n0(621) : error C0105: Syntax error in #if\n0(621) : error C0105: Syntax error in #if\n0(622) : error C0000: syntax error, unexpected '!' at token \"!\"\n0(623) : error C0000: you must define the shading language: SMAA_HLSL_*, SMAA_GLSL_* or SMAA_CUSTOM_SL\n0(640) : error C0000: syntax error, unexpected reserved word \"return\" at token \"return\"\n0(654) : error C0000: syntax error, unexpected reserved word \"return\" at token \"return\"\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n\nI also deleted the preferences to force a clean start, but with the same result."
] |
Two bevel modifiers add excess geometry when first crosses midpoint between the two
Operating system: Linux-5.19.0-31-generic-x86_64-with-glibc2.36 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01
Broken: version: 3.4.1
Two bevel modifiers are applied to vertex groups that represent edge loops. They both work independently, the geometry is also OK if one of the modifiers is applied and the other remains, and they work fine if their order is reversed. However if they are both active and the influence of the first modifier crosses the midpoints of the two edge loops, excess geometry is created.
• see attached video for demonstration of the issue; to test:
(edit: [alternate video link](bevel_demo.mp4) that may be faster)
• Open the attached demo project.
• adjust the Amount of the first bevel modifier until influence exceeds approximate halfway point
I'm not sure if this is a bug, but I struggle to explain why the modifier order should matter in this case, or why the excess geometry is created, hence this report.
(Workarounds include changing the modifier order, applying one of them, or creating a defensive edge loop in between them.)
| [
"Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n",
"2d curve bevel ignores direction iff the curve is cyclic\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.5\nWorked: unknown\n\n\nWhen a 2D curve is NOT cyclic, reversing the direction of segments changes the orientation of the bevel. When the curve is cyclic, reversing it has no effect.\n\n\n\n1. Create two 2D curves: \"Profile\" and \"Shape\". In the Shape curve, set the bevel to use the Profile curve. Set the Shape curve to not be cyclic (in \"Active Spline\"). Give them some shape so you can tell them apart. Or download attached blend file.\n\n2. Enter edit mode on the Shape curve. Select all segments/control points, and click the menu: Segments -> Switch Direction. Notice that the Profile switches between inside and outside when you do this.\n\n3. Now turn on \"Cyclic U\" for the Shape curve, and try to switch the direction of the segments once more. It now has no visible effect. (However, it has still switched the direction of the curve, which can be seen by turning off Cyclic U after switching direction while it is on - it is just that the direction is ignored whenever Cyclic U is on.)\n\nBlend file with this situation set up:\n\n[2d-curve-bevel-bug.blend](2d-curve-bevel-bug.blend)",
"Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\n",
"Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n|  |  |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n",
"Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n",
"Wireframe modifier strange behaviour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nStrange behaviour from wireframe modifier\n\n\nTook a plane and subdivided, added a wireframe modifier, unsubdivided. Some corner vertices are pushed to the edge of scene.\n[Based on the default startup or an attached .blend file (as simple as possible)][Wireframe.BugReport.blend](Wireframe.BugReport.blend)\n\n",
"GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n",
"Crash of simulation demo file related to bevel modifier on a simulated mesh\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Beta\n\nin the file, play the Animation, and move \"Empty\". It should crash within 1 second.\nI find no crash when there's no bevel modifier.\n\n",
"Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)",
"UV Unwrapping: Disconnect between unwrapped geometry and displayed geometry with shapekeys\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: (presumably) never\n[uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4](uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4)\nUV unwrapping uses active shapekey as if it was fully applied, even though it isn't active in the viewport.\n\nI don't think you can call this a bug, but unwrapping another geometry than the one you see should not be intended behaviour. It's a big point of confusion and potential source for errors. So I'm creating a report nonetheless.\n\n- Create shapekey on plane\n- Deform shapekey\n- Turn on `Shape Key Edit Mode`\n- UV unwrap geometry while deformed shapekey is active\n\nFile:\n[uv_unwrap_shapekeys.blend](uv_unwrap_shapekeys.blend)\n",
"Multiple Edge Loop Selection doesn't always work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: 3.3\n\nMultiple Edge Loop Selection (Shift+Alt+Select) will sometimes stop working until Shift is released and depressed again. Problem started in Blender 3.4 and did not exist in Blender 3.3 (tested).\n\n\n- Create a cylinder primitive.\n- Enter Edit Mode.\n- Attempt to Edge Loop Select multiple edges by holding Shift+Alt and clicking on them. Occasionally, this function will simply stop working after the first few selects -- no more edge loops can be selected -- until Shift is released and depressed again.\n\nThis problem does not occur for general multi selection (when only Shift is held).\n\n",
"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.",
"Bevel Improvements\nBlender users have many desires for improvements to the Bevel tool and Modifier. This task is for exploring priorities for implementing those, as well as designs for doing so.\n\n**Some current TODOs and feature requests**\n\n* generalize to handle several manifold sheets touching at a point (see #34678).\n* improve clamping code (see #38871).\n* more options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n* treat more cases like \"pipe\" to avoid bulges (see #40258)\n* option to have bevel not create n-gons (see bf-funboard thread)\n* sometimes leaves degenerate geometry (#48174)\n* tapered bevel influence by vertex weight - see bevel-modifier-influenced-by-vertex-weight. Also #62739 where method isn't suggested -- could also let user set different widths at the two ends of a bevel.\n* merging of vertices that coincide after beveling (#61214)\n* better way of specifying vertices in modifier, and even better, a way of specifying edges (#62649) (edge group?)\n* bevel-after-booleans\n* option to make vertex group out of all vertices created in bevel\n* method to have bevel modifier affect curve objects\n* have angle limit method available in tool (as is already in modifier)\n* have clamp be local rather than global (or in addition to global?)\n* \"support loop\" option - extra loop of edges flat on adjacent faces\n* use bevel-like code to add new option to extrude (edge, vertex) that keeps geometry manifold (billrey idea in GSoC 2018 thread)\n* vertex mesh that has the effect of booleaning the edge profiles to have the effect of real-world material removal\n* profile superellipse arc should not use quarter-ellipse arc always, but rather rather the segment that hits adjacent faces tangentwise\n* beveling a face as an option in addition to beveling edges and vertices (starts to look like inset)\n* width method like Percent but where absolute distance along adjacent edges is equal to spec instead of percentage\n* option to round the terminal edge triangle\n* special case segments=2, profile=1 case to avoid diagonal edges on cube corners when smaller and large widths mixed\n\n\nFollowing comments will have some initial explorations of the problems and designs for solving each of these.\n\n",
"Broken Twist on meshes deformed with Particle Instance Modifier with Along Path\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\nThe twist of a mesh deformed with the Particle Instance Modifier with the Along Path option seems broken, more noticeable with steep curvature in hairs. I compare it to the Curve Deform modifier as an example of proper deformation. Now, you may say it's an unfair comparison given that curves have an explicit twist that you can modify, unlike hairs. But even without controlling the initial twist of the hair, it's broken in a couple of ways.\n\nFirst, it deforms the mesh unevenly, with some vertices twisting more than others, even in a case where vertices are completely equidistant around the origin and both origins are aligned, like the cube in this image. The selected face and the edgeloop here should be squares but aren't, unlike in the curve deform modifier \nSecond, when changing the length with the Position Slider, the whole thing seems to change twist at once. Instead of having a consistent twist on each point of the path [Particle Instance Mod bug2.mp4](Particle_Instance_Mod_bug2.mp4)\nAs a side note, when using Along Path, finding how to orient your mesh to the hair is unintuitive, always using the global Y axis as the length axis in which I added subdivisions but then twisting weirdly when changing the Axis option in the modifier, I settled for Z in this example.\n\n\nAttached is the same file used in the video, you can open it and move the Position slider in the Particle Instance Modifier, the scale of the Curve Deform modifier example is driven by it so you can see both changing in real time.\n\n[ParticleInstanceTwistBug.blend](ParticleInstanceTwistBug.blend)\n\nWhy do I think this is happening? Well, if you select the object with the particle system, go to the particle properties, and change the length of the hair under the Render>Timing>End subpanel, you can see the problem is the same, basically the twist changes with length. Maybe the modifier should do something different and get the twist from the whole length particle and then scale the mesh instance before deforming or something like that, idk\n\n",
"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\n\n"
] | [
"Vertex weight not carried through bevel modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nVertex weight not carried through bevel modifier in some cases\n\n\n[105012.blend](attachment)\n- open blend\n- apply visual geometry on the `good` object\n\n- apply visual geometry on the `bad` object\n\n\n\n\nOK, some more testing (which solves the issue at least on the example I posted [also if there is a second bevel modifier with custom profile on there] -- as well as to some degree for the original file as well [which is posted below]):\n\n- open the file\n- go into editmode on the `bad` object\n- select all **edges** (edge select mode)\n- `Mesh` > `Sort Elements` > e.g. `Cursor Distance`\n- voila!\n\n-----\n\n\n\n**Original report**\n\nWhen wishing to create a bevel with the modifier on a specific vertex group aftern another Bevel modifier, the vertex group does not carry over.\n\n\n* Create a geometry\n* Mark some edges to bevel with bevel weight set to 1\n* Add an edge loop in to a vertex group\n* Add a bevel modifier and use Weight\n* Add 2nd bevel modifier and use vertex group. The area where the first Bevel modifier has been executed does not become incorporated into the vertex group\n\n\n\n\n\n\n\n\n"
] |
Viewport shading - cavity doesn't work in 3.2a
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65
Broken: version: 3.2.0 Alpha
Viewport shading - cavity doesn't work in 3.2a. Only work when I rotating view.
[bandicam 2022-02-05 16-07-38-818.mp4](bandicam_2022-02-05_16-07-38-818.mp4)
| [
"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",
"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)",
"Workbench: shadow/face still visible at clipped side of view\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\n\nClipping view do not clip shade effect\n\n\n\n[untitled.blend](untitled.blend)\n",
"Shading change (smooth/flat) resets current simulation cache. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n",
"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",
"Working sliders are faded in the overlays panel\nBroken: 3.0\n\n**Short description of error** \nthe wireframe and wireframe opacity sliders are faded in the overlays panel even when they're working.\n\nFor better visibility, delete the cube, add a suzanne, press ctrl+3 to subdivide it, then apply the modifier.\nIn the Object Properties, under viewport display, turn on \"show edges\" OR set the object to \"Display As: Wire\".\nIn the viewport's Overlays panel, drag the wireframe threshold and wireframe opacity sliders. Make sure that you are in solid shading and the wireframe option is off in the overlays panel. \nThe sliders are faded even though they are working.",
"Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge.",
"View Pan not working for smaller clip start value\nOperating system: win 10 pro\nGraphics card: rtx 2060\n\nBroken: 3.5, 2.83\nWorked: never?\n\nFor smaller `clip start` value when we zoom out, `View pan` does not work\n\n- Open .blend file\n- Pan around by any method\nIncrease `clip start` value, this will fix panning problem\n[Sand_003.blend](Sand_003.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\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n",
"Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views.",
"Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n\n\n",
"PyAPI: template_modifiers doesn't work in the viewport\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\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\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)",
"3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)"
] | [
"World cavity not working \nOperating system: Linux-5.13.0-28-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\nWorked: version: 3.0.0\n\nWorld cavity its not working \n[cavity issue.mp4](cavity_issue.mp4)\n\n\n[CAvity test.blend](CAvity_test.blend)\nTry changing the distance of the cavity in the viewport as in the video above \n\n\n",
"Viewport \"World\" Cavity Type Doesn't Render Anything\nOperating system: macOS-12.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD `Radeon R9 M370X` OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.103\n\nBroken: After bisecting it looks like 5b299e5999 caused this.\n\nThe viewport's \"World\" cavity type doesn't work. 2 things that I think I should mention are that changing the cavity's sampling settings still slows down the viewport, and that the \"Screen\" cavity type still works.\n\n\nAlso the behaviour of this error is different between Windows and macOS M1 .\nWas used d29a079cb6 to compare both systems.\nWhile rotating the cube on Windows the world cavity is visible. As soon as the middle mouse button is released the world cavity disappears completely.\nOn Mac the world cavity disappears completely while rotating the cube. When the middle mouse button is released the world cavity flashes to its full brightness and then the brightness is diminished to half or less but still visible.\n\n- Enable cavity \n- Set cavity type to \"World\"\n[broken_world_cavity.blend](broken_world_cavity.blend)\n",
"Cavity World is flickering when operating the viewport\nIntel i9-10850K, 32 Gb RAM, NVidia GeForce GTX 1070 8GB\nWindows 10 x64\n\nBroken: 3.1 Beta, 3.2 Alpha\nWorked: 3.1 Alpha and prior\n\nWhen you enable Cavity World in Solid Workbench and move, rotate or scale the viewport (or do pretty much anything else that triggers the view update) Cavity map starts to flicker really badly which is extremely irritating to the eyes, this didn't happen before. \n\n1. Open Blender, enable Cavity – World in viewport settings, set both Ridge and Valley to their maximum values and rotate the view while observing the default Cube, you will notice that its edges and polygons do some kind of exaggeration while the entire effect becomes very grainy, everything turns back to normal when you release the mouse. This doesn't happen in 3.1 Alpha and earlier versions.\n",
"[3.1.0 Beta] Viewport Cavity Issue + Flickering\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 3.0.1, 3.0.0\n\nCavity in 3.1.0 is different than in 3.0.1, also 3.1.0 have some flickering issue.\n\n- Just a default monkey. With custom viewport Cavity settings:\n\n\n- Difference in viewport:\n|Suzanne with Cavity in 3.0.1 |Suzanne with Cavity in 3.1.0 |\n| -- | -- |\n\n- Flickering in 3.1.0 if click on any settings (checkbox or values):\n[3.1.0_Cavity_viewport_flickering.mp4](3.1.0_Cavity_viewport_flickering.mp4)\n\n[Suzanne_with_Cavity.blend](Suzanne_with_Cavity.blend)\n"
] |
Activating Adaptive Subdivision should automatically default to a Render subdivision setting of 0 to speed up render times and reduce memory usage
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30
Broken: version: 3.3.2 Release Candidate
Worked:?
Render times and memory skyrocket when using Adaptive Subdivision if "Render" levels set higher than "0" *before*turning on Adaptive Subdivision
This may be a workflow issue more than a bug, however, I think the default should be that switching on Adaptive Subdivision should set the "Render" levels to "0" automatically. Basically, I was helping a friend troubleshoot long Adaptive Subdivision tessellation times and crazy memory use - and realized that having a value other than 0 in the Render levels slot *before* turning on Adaptive Subdivision was what was killing those render (tessellation) times.
To reproduce:
Open the attached .blend
Select the Sphere and activate Cycles viewport rendering
Go to the modifier stack and set the "Render" subdivisions to 0
Activate Adaptive Subdivision
Hit F12 to render
In the Render Results note the time and memory usage
Go back to the modifier stack and un-check Adaptive Subdivision
Change the Render levels in the Subdivision modifier to something like 5
Turn Adaptive Subdivision back on
Hit F12 to render
Note the longer tessellation time and memory use (with no visual quality difference)
[Adaptive Bug.zip](Adaptive_Bug.zip)
| [
"Texture Paint mode tools swap when exiting maximized area\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\n[texture_paint_tool_swapping-2022-05-10_12.52.16.mp4](texture_paint_tool_swapping-2022-05-10_12.52.16.mp4)\n\n- Go to texture paint mode\n- open second image editor\n- maximize the area of the 3D viewport\n- change the active tool\n- un-maximize the area\n",
"Auto smooth smooths triangulated faces despite faces beeing set to flat shading/EEVEE smooths faces when it shouldn't\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.1.0\n\nWhen using cycles after enabling auto smooth it smooths the faces after triangulation despite setting faces to flat shading, meaning that a quad will still have flat shading compared to it's neighbors but instead of showing 2 flat tris it will show 1 smoothed quad.\nWhen using EEVEE it always smooths the faces after triangulation despite setting faces to flat shading even if auto smooth is turned off, so depending on whether or not this is intentional behvior, the title might also be \"triaglulated faces not smoothed correctly in cycles when auto smooth disabled.\"\n\nTest file:\n[Test.blend](Test.blend)\n\n2 almost identical Suzannes. Both are set to shade flat, but the left one has auto smooth enabled while the right one does not.\nNote that the triangulation is not visible for the left suzanne.\nSwitching to EEVEE shows that the triangulation is not visible for either of them.\n\nThank you and have a great day!",
"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.",
"Video Editing: \"Set Render Size\" does not respect Crop settings of selected video strip\nOperating system: Windows 8.1\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.2\n\n\nIn the Video Editing workspace, video strips can be cropped through the sidebar.\nBut even when a clip's size is adjusted through this crop, the command \"Set Render Size\" (Strip>Movie Strip>Set Render Size / sequencer.rendersize) will set the render size to the strip's ORIGINAL dimensions prior to cropping, rather than the adjusted ones.\n\n\n1. Open a new file based on the default \"Video Editing\" setup.\n2. Import a video strip into any of the channels on the Sequencer.\n3. In the sidebar on the right (the one toggled with the N key), expand the \"Crop\" menu entry on the right (the third from the top after Compositing and Transform).\n4. Adjust the Left, Right, Top and Bottom values to crop the video\n5. In the menu at the top of the Sequencer, click Strip->Movie Strip->Set Render Size (or use the F3 command search and execute the \"Set Render Size\" command from there)\n6. The render size will have adjusted to the video strip's original dimensions, ignoring your crop settings.\n\n\n\n",
"VSE 2.0: Performance, Cache System\n# Video Sequencer Cache\n\nNOTE: This is the first pass of the design. It will be worked a bit more after discussion within the module, and presentation and diagrams will become more clear.\n\nThis document describes caching system which design and implementation for the `VSE 2.0 project` (#78986).\nThere is some intersection of performance topics listed in the `VSE 2.0: Performance ` (#78992). \n\n## User level design\n\nOn user level cache system should follow zero configuration principle: the video playback and tweaking should be as fast as possible without user spending time on fine-tuning per-project settings.\n\nThe only settings which user should be interacting with are in the `User Preferences`:\n* In-memory cache size limit\n* Disk cache size limit\n* Disk cache folder\n\nThese settings are set once in the User Preferences and are used by all sequencer projects. The default values are based on the minimal [[ requirements/ | hardware\nrequirements ]].\n\n## Code design\n\n### Levels of caching\n\nFor best editing and playback performance multiple levels of cache are needed.\nThe most important ones are:\n\n* Cache of strip input (colormanaged using general Blender color space rules)\n\n```\nThis allows to faster, without lag, move image strip in time, adjust strip settings like transform, by avoiding need to re-read file on every modification. Lets call this cache level `STRIP_INPUT`.\n```\n\n* Cache of the final sequencer result.\n\n```\nThis allows to have realtime playback after the sequencer got cached. Lets call this cache level `SEQUENCER_FINAL`.\n```\n\nThe simplified flow of the image from disk to the artist is presented in the following diagram:\n\n\n\n---\n**NOTE**\n\nNeed to think about whether having strip output cache is helpful. If the stack rendering is fast, having extra levels of cache will have negative affect due to less final frames fitting into the memory.\n\n---\n\n### Cache referencing\n\nCache levels are to utilize reference counting as much as possible. For example, when having single Image Strip without modifications set up in the strip the final sequencer frame in the `SEQUENCER_FINAL` cache is to reference the image from `STRIP_INPUT` cache. This allows to minimize memory footprint, playback performance for the story boarding type of tasks performed in the sequencer.\n\nThe following example visualizes cache frame referencing in the following scenario:\n\n* Sequencer have single Image Strip using `HappyFroggo.png` as an input. The strip has length of 4.\n\n\n\nIn Blender terms, the cache contains a single copy of `ImBuf` created for `HappyForggo.png`. All the sequencer cache entries are referencing this `ImBuf` for lowest possible memory footprint.\n\n### Cache resolution\n\nIn a typical video editing scenario an artist views the sequencer result in a rather small area of the screen layout:\n\n\n\nThis behavior can be exploited in the following way: the sequencer processing and caching can happen in the lower resolution. This is something what current proxies design is solving, but does in the fully manual manner.\n\nThere is a possibility to make proxies behavior more automatic, by performing downscale on an image after it was read from disk, but before it gets put to the `STRIP_INPUT` cache. Default behavior could be something like:\n\n* Use closest power-of-two downscaling (similar to mipmaps)\n* The target resolution is 50% of the window resolution, but no more than 1080p.\n\nIn order to support workflows where an artist needs to investigate in a close-up manner the final result, there will be a display option `Best Quality` (but defaulting to `Best Performance`). This could fit into existing `Proxy Display Size` menu.\n\nIn the future more automated input resolution selection is possible to be implemented. For example, it is possible to automatically switch to the\n`Best Quality` mode when zoom-in is detected.\n\nImage scaling with a power-of-two scale factor can be implemented very efficiently using threading and vectorization.\n\nOn a performance aspect, for image sequences such scale down will be an extra computation, which will only pay off if effects/transformation is used.\n\nFor the movie files, this step will actually make things faster because it is required to convert color spaces (happening in `sws_scale`), which is not\nthreadable. The scale down will be done together with color space conversion, which is expected to give better performance compared to the current state of the sequencer playback.\n\n---\n\n## Task progress\n\n- [x] Cache referencing\n - d837923a56\n - c74086376f\n\n- [x] User level design\n- [x] Levels of caching\n - f448ff2afe\n - 445ebcaa30\n\n- [ ] Cache resolution\n - [D9414: VSE: Render in size nearest to preview image](D9414)\n - Update/followup above patch to work on images",
"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",
"Apply scale normal flipping\nThe apply transforms operator in blender can apply negative scaling to an object.\nHowever there is two ways to do this. If you scale your model with a negative\nvalue in editmode, you get flipped normals. This is because the vertex order in the\nfaces is preserved and that is what determines the normal. In object mode however,\nthere is a flag in the render engines to flip the normals back, if they are flipped due\nto negative scale. This inconsistency creates the problem with the apply transforms\noperator. The following image shows on top the behavior in editmode and at the\nbottom the behavior in object mode.\n\n\n\nOf course both behaviors have their reasoning to exist.\n\nOne reason for the rendering flag to exist is, that instances of the same object can\nbe mirrored without causing normal problems. Obviously there is no other solution\nto that, since the underlying mesh is the same for all instances, so the render engine\nhas to handle negative scales.\n\nOn the other hand, in editmode you don't want to change the loop order for all your faces\nif you are just scaling. It makes much more sense for editmode scaling to just change\nvertex coordinates. That means you need to fix the normals manually.\n\n\nThe apply operator can only be called in object mode. From object mode the current\nbehaviour looks as if it was flipping the normals. Actually it is just applying the\ntransform \"in editmode\", which looses the negative scale information for rendering.\nThis looks like a bug to some users and is confusing for new users. Users have actually\nrequested this to be changed:\n\n4Zdbbc/\n\nI also heard this request on the BCON22.\n\nHowever the question arises, do we add another option or do we just always flip the\nnormals to make it consistent with rendering? Another question is what happens to\naddons which are using this operator if the operator gets changed in this way?\nHow many addons are actually using apply scale on negatively scaled objects?\nDo those addons fix the normals by flipping them manually?\n\nThere is already a patch available to add this normal flipping without an option:\n\nD16382",
" Improve PBVH building performance or PBVH_FACES\nIn high poly meshes, PBVH building for meshes could take several seconds, which affects performance when switching objects and when using tools that modify mesh topology (remeshers, mirroring trimming...).\nAs mentioned in #68873 it can be improved by multithreading it. \n\n",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"High poly meshes perform poorly with planer decimate\nOperating system: Windows 10\nGraphics card: AMD Asus Vega RX64\n\nBroken: blender-2.81-92736a7b7592-windows64 (plus previous few builds - atleast)\nWorked: 2.8\n\nMy PC is decent, and I have had no problem decimating millions of vertices (albeit some few seconds of lag) usually. Right now, I'm trying to decimate a simple model with about 45k vertices only. The decimate modifier is working fine on default settings i.e., on 'Collapse' setting .. but as soon as I switch to 'Planer' .. Blender becomes unresponsive for several minutes at least (and also indefinitely in some cases). \n\nI noticed that in my task manager, the Blender is only using 29% of CPU.. and regarding RAM .. on one side it shows 61% usage, while the actual usage is only 289MB in the value column (see screenshot). Could this be a memory related overflow/underflow? This definitely does look like a bug to me. \n\n\n\n\n\n",
"Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled",
"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",
"Regression: Tiled rendering is not applied to texture baking in 3.x onwards, causing crash on large bakes\nOperating system: Win10\nGraphics card: AMD Radeon R9 280x\nSystem RAM: 32gb\n\nBroken: 3.2.2, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560e7, type: release\n(also tested Daily 3.2.2 and beta 3.3)\n\nWorked: 2.8x, 2.9x, 2.9 LTS\n\nPreviously tile based rendering was applied when using the bake to texture feature, allowing baking to very large canvases. As of version 3.x tiled rendering no longer applies when baking textures and crashes on large canvases. In my case I can no longer bake to a texture larger than 2^14 (16384x16384).\n\n- Open attached file or\n - From a new blend file, delete default cube,\n - switch renderer to Cycles (CPU).\n - Create a plane,\n - switch to UV and create a very large texture (in my case anything larger than 16384x16384, my previously and still working in 2.9x size is 19310x) with float precision and no alpha.\n - Create a new material,\n - remove the principled Shader,\n - connect the color output of a noise texture to the material output Surface,\n - add an Image Texture node and select the previously created canvas. In my case I disable bounces (set all to zero) and set samples to 1, Filtering to Box filtering. \n - Switch bake type to Emit.\n- Hit bake and blender crashes trying to allocate the memory for the render target canvas. Setting Tiled rendering to other sizes does not work either.\n\nNotes:\nI'm prebaking complex noise channels as it dramatically reduces render time on the final texture bake.\nYou may need to create an excessively large target canvas if you have a lot of ram.\nWhen stopping a bake half way through on 2.9x and lower version you can see tile based rendering has taken effect and the sizes declared are used.\nWhen stopping a texture bake on 3.x versions you can see that it is filling the entire canvas at once and not using tile based rendering, no matter what the tile size is set to.\n[bake_crash.blend](bake_crash.blend)\n",
"Subdivision surface settings part of the Mesh\n**Description**\n\nWe want to make subdivision surfaces a property of the Mesh datablock. The modifier would remain, but would likely be used less.\n\nThere are a few reasons for this:\n* OpenSubdiv GPU acceleration in the viewport and adaptive subdivision in Cycles need the modifier to be last in the stack. The available settings, behavior and implementation would be more clear if this was controlled outside of the modifier stack.\n* When we add modifier nodes support, the concept of a last modifier in the stack becomes fuzzy. Being able to pass along a subdivision surface Mesh to another node without actually subdividing is important for performance and to leave subdivision to the renderer.\n* For best performance with GPU acceleration, we don't want Blender to also subdivide the mesh on the CPU at all. But operations like hair positioning, particle emission and snapping still need to take into account the subdivision surface. If the Mesh datablock contains all the subdivision surface information, these could potentially work on the limit surface without subdividing the mesh on the CPU.\n* Simpler smooth normals handling, see #68893 (Smooth shading usabilty).\n* File formats like USD have native subdivision surface primitives. By making it part of the mesh, we are more compatible with such file formats. \n\n\n**TODOs**\n\n- Modeling\n - [ ] conjugate the presence of a subdivision surface modifier with the mesh settings if it is the last in the stack\n - [ ] ensure creases survive the modifier stack (unless consumed by a subsurf modifier)\n - [x] (follow up to [D10145: Subdivision: add support for vertex creasing](D10145)) move edge crease to a custom data layer\n\n- Cycles/EEVEE\n - [x] detect subdivision using the mesh settings instead of the modifier\n\n- Normals (work on some aspects of #68893 (Smooth shading usabilty))\n - [ ] remove autosmooth and custom normals options if the mesh is a subdivision surface\n - [ ] always render with smooth normals (flat areas can also be defined trough creasing)\n\n- Alembic/USD\n - [ ] set mesh settings during imports\n - [ ] export as SubD Object when subdivision is used\n\n- Workflow\n - [ ] option to set the subdivision settings when creating a mesh, or add a sub-menu with meshes with subdivision enabled\n - [ ] shortcuts to subdivide (?)\n - [ ] script/addon to update old files to replace last subdivision modifier in the stack with mesh settings (doing this in version code might have undesirable side effects)\n\n- Other\n - [ ] Update test files",
"EEVEE: User preference settings (anisotropy, texture size limit) affect rendering\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[Viweport texture limit size affects eevee rendering.]\n\nWhen I change the \"texture limit size\" setting it also limits the size of the texture in the render.\nAs the setting is in the \"viewport\" tab I believe it should only affect the viewport, not the rendering.\n\n"
] | [
"Cycles adaptive subdivision pre-subdivides the mesh with the \"hidden\" render levels setting\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: n/a\n\nIt's not Cycles fault per se, but the mesh used for adaptive subdivision is sync'd with Cycles pre-subdivided using a \"hidden\" render levels setting.\n\nThis causes unnecessary runtime performance and memory problems that wouldn't otherwise be there. It is also quite unexpected from a user perspective and introduces a workflow ordering issue.\n\n[adaptive-subd.blend](adaptive-subd.blend)\n\n- Add a plane\n- Add a sub-d modifier and set Viewport to 0 and Render to 2\n- Enable Adaptive Subdivision on that sub-d modifier\n - The Render level of 2 is now \"hidden\"\n- Perform a render while under the debugger\n - Notice that the mesh that is sync'd with cycles is already at 25 verts in the following stack (a 4 vert plane subdivided 2 times)\n```\nblender.exe!ccl::create_mesh(ccl::Scene * scene, ccl::Mesh * mesh, BL::Mesh & b_mesh, const ccl::array<ccl::Node *,16> & used_shaders, bool subdivision, bool subdivide_uvs) Line 743\tC++\nblender.exe!ccl::create_subd_mesh(ccl::Scene * scene, ccl::Mesh * mesh, BL::Object & b_ob, BL::Mesh & b_mesh, const ccl::array<ccl::Node *,16> & used_shaders, float dicing_rate, int max_subdivisions) Line 893\tC++\nblender.exe!ccl::BlenderSync::sync_mesh(BL::Depsgraph b_depsgraph, BL::Object b_ob, ccl::Mesh * mesh) Line 1045\tC++\nblender.exe!ccl::BlenderSync::sync_geometry::__l2::<lambda>() Line 163\tC++\n```\n\n- Disable Adaptive Subdivision on that sub-d modifier, Set Render level to 0, and Re-enable Adaptive Subdivision\n- Perform another render while under the debugger\n - Notice that the mesh that is sync'd with cycles is correctly at 4 verts\n - And the final render is much more reasonable in geometry\n\nSetting Render levels to 0 before enabling Adaptive Subdivision:\n\n\nSetting Render levels to 2 before enabling Adaptive Subdivision:\n\n"
] |
image texture node and texture slot gets out of sync
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009
Broken: version: 2.80 (sub 74)
Worked: (optional)
Selecting image texture nodes in the shader editor will unsync texture slots when texture painting
This 2min 30 sec video shows the problem. I am not sure if it is a bug but it is confusing.
s!Au_hU1Dki2NCipIGzQ01HaEdTbzGyg?e=dqHtRw
I would also like to suggest new default settings for the texture paint workspace. In the overlay menu set texture paint opacity to 0. Then in viewport setting for solid mode, set the lighting to flat and colour to texture.
This way the user can switch between viewing a single image and the full material by switching between solid and lookdev mode and while in solid viewport shading the user can switch texture slots to view different images in the 3D view.
These settings should make more sense for a new user.
| [
"Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).",
"Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)",
"Texture Paint - Clone tool not working when clone source area out of viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nTexture Paint - Clone tool not working when clone source area out of viewport\n\nImport image as plane- select part of image to clone in bottom part of image. Scroll up to the top part of image so the bottom is not visible = clone tool doesnt draw anything.\n\n\n\n",
"Texture painting with mirroring and viewport clipping does not mirror\nOperating system: Linux-5.8.4-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: never, 2.79 also did not do this\n\nTexture painting with mirroring and viewport clipping does not mirror\n\n[texturepaint_mirror_clipping.blend](texturepaint_mirror_clipping.blend)\n- Open .blend\n- Do a stroke on the right side --> updates on the left as well because x-mirroring is turned ON\n- (Undo)\n- {key Alt B} a clipping region in the viewport\n- Do a stroke again on the right side --> updates on the right side\n- {key Alt B} to clear the clipping region in the viewport, see no updates have taken place on the clipped left side\n\nExpected: stroke should update the clipped area as well [as we do for vertexpaint, weightpaint and sculpting], everything else would be inconsistent\n\n",
"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",
"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)",
"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.",
"Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.",
"Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n",
"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.",
"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.",
"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)",
"Paint Mode: Alpha Auto-Masking\nNOTE: This design still needs to be further discussed and decided upon.\n\n# Goal\n\nThe very common brush setting in Blender to \"Affect Alpha\" should be revamped for the upcoming Paint Mode.\nThe main issue with the setting is that it is local to the brush. But in typical painting workflows you'd expect to have this be a more universal toggle that affects all tools!\nToggling this per brush is not a reasonable solution.\n\nThere are multiple approaches to fix this.\n\n## Proposal: Alpha Auto-Masking\n\nThere is already a design in place for sculpt and paint mode. There we use auto-masking to easily target specific areas as a mode setting.\nThese are meant to be instantly accessible with a pie menu on `Alt + A` and would affect all tools and brushes.\nThis would likely be the most intuitive and fastest option.\n\n## Image Editor Inclusion\n\nIf we decide to replace the brush option with an auto-masking option this puts further pressure on implementing the same options for the image editor.\nThis might be reason enough to lower the priority for now, until the image editor can be properly prioritised to mirror the 3D viewport paint mode features.\n\n## Long Term Alternative\n\nOther image painting applications such as Krita implemented this as a toggle for any individual layer to paint on.\nWhile this is not likely to implement this way right now, it could be kept in mind for the UI of the [layered textures design]().",
"Texture Paint mode tools swap when exiting maximized area\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\n[texture_paint_tool_swapping-2022-05-10_12.52.16.mp4](texture_paint_tool_swapping-2022-05-10_12.52.16.mp4)\n\n- Go to texture paint mode\n- open second image editor\n- maximize the area of the 3D viewport\n- change the active tool\n- un-maximize the area\n",
"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"
] | [
"Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)"
] |
Geometric nodes affect the visibility of the mesh in the orthographic view
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25
Broken: version: 3.3.0 Beta
3.2.1 is also affected.
Worked: I don't know
The orange highlight lines should not disappear in the orthographic view.
The nodes are setup as below:

Where you can clearly see the orange highlight in the orthographic viewport.

where the orange highlight disappear after connecting the "Geometry" on the "Set Position" to "Geometry" on the "Group Output".

But the orange highlight re-appear in the perspective view.
Here is the sample file:
[Can not see the plane.blend](Can_not_see_the_plane.blend)
| [
"Nodes: Reroute node disappear when pressing `Ctrl H`\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\nWorked: Never.\n\nIf the reroute is not connected to anything, then pressing `Ctrl + H` will make the reroute invisible.\n\n\n1. Add reroute in nodetree using `Shift + A`.\n2. Press `Ctrl + H`.\n\n",
"Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n",
"Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!",
"Frame Selected does not respect Geometry Nodes viewer geometry\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\nNot sure if this is a bug to report or feature request but a minor inconvenience with the Viewer node.\n\nWhen Geometry Nodes Viewer node is active, Frame Selected works on the (invisible) output geometry instead of the Viewer geometry. Since the Viewer geometry is actually selectable, I think it makes sense that Frame Selected to respect it.\n\n[FrameSelectedViewerNode.mp4](attachment)\n\n",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"Mesh Cache Is Evaluated When Display Type Is Bounds or Outline Display Flag Is Off\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 660\n\nBroken: version: 2.90 (sub 0), branch: master, commit date: 2020-05-08 16:22, hash: 6f985574b775\n\nMesh Cache Is Evaluated When Display Type Is Bounds\n\nI noticed this when I imported an animated 266GB Alembic. I wanted to work on a camera move, so I set the imported object to bounds. I noticed no improvement in performance. Blender was still pulling all the Alembic data when the frame changed. I turned off the object in the outliner and I experienced the same problem. I tracked this down to the MeshCache modifier. Even when the object is turned off and set to show bounds, the modifiers are still evaluated. This problem may affect other modifiers as well.\n\nA simple fix would be to not evaluate the MeshCache modifier if the object is not displayed or set to bounds.",
"Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n|  |  |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) |  |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) |  |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow |  |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)",
"Compositor seam after rotation\nOperating system: windows\nGraphics card: gtx1050\n\nBroken: 2.93, 3.0, 4.0\nWorked: \n\nThere is a seam after the rotate node, which isnt present before it. Also If you set the rotation to 0 degree there will be no seam.\n\ncheck in the provided file: [compositor seam bug.blend](compositor_seam_bug.blend)",
"Hidden user for Geometry node group\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\nNode group after delete still have user and do not appear in Orphan Data outliner.\n\n[2021-03-19_13-02-52.mp4](2021-03-19_13-02-52.mp4)\n\n- Open attached file or:\n - In the default Cube scene, open the Geometry Node editor\n - Press `New` and optionally rename to \"1\"\n - Duplicate the node tree and optionally rename \"1.001\" to \"2\"\n - In the node tree \"2\" add a group of the node tree \"1\" (If you switch to tree \"1\" you will see that tree \"2\" has 0 users)\n - Save the file with the tree \"2\" as the active\n - Reload the file saved\n - Switch to tree \"1\" (you will see that tree \"2\" still has users)\n[GN HiddenUser.blend](GN_HiddenUser.blend)",
"Geometry Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n",
"pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n",
"Grease pencil stroke partially invisible until mouse-up\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\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n",
"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"
] | [
"Cylinder mesh (outline) will not display in ortho when viewed end on with no end caps.\nOperating system: Windows 10 64-bit\nGraphics card: Not applicable\n\nBroken: 2.80 64-bit installer 9/2/2019\nWorked: Cylinder displays correctly in version 2.79b\n\nUpon further investigation problem seems to be confined to Object mode only. Cylinder seems to display normally in Edit mode, front orthographic.\n\n**Update (9/27)**: If I add a curved path and go to Object mode to scale it to length it disappears from view in both Orthographic and Perspective views. It appears in Edit mode but the scaling works differently in Edit mode for some reason. In Object mode one end of path remains anchored when scaling on Y axis, for example, but in Edit mode scaling occurs in the positive and negative directions simultaneously.? Not a show stopper but puzzling.\nAgain, the translation and scaling icons are still visible but not the object. Other objects remain visible selected or not. Perhaps it has something to do with the selection order; just a thought.\n\nThis may not be the correct place for a suggestion about Blender version information but it could be helpful, particularly for bug reports and such to put version information in the main menu under 'About' as in other Windows apps.\n\n**Original Complaint**\nCreate cylinder mesh, 64 facets, no end faces, rotate 90d around X axis, scaled on X,Y,Z by 3 to 4. If you switch to orthographic view and try to view the cylinder end on its outline is not visible. You can see the object pivot or center of mass and any manipulation icons but not the object itself. Zooming has no effect. I could discern a couple of pixels sometimes when zooming to try to find the object but it is unknown whether they were part of the cylinder although they did display in the typical orange selection color.\n\nSimply create as described above and the results should be the same. No apparent issues result when same cylinder is created in version 2.79b.\n"
] |
Blender zoom problem
Blender is a little zoomed in whenever it is opened. I uninstalled and installed it again but it did not work.
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"Knife Project Resolution is View Dependent \nWindows 7, x64, gtx 580\n\nBroken: 85c38e7\n\nKnife project resolution seems to be based on the camera zoom level. Artists are expecting that it wouldnt operate like this, ending up with meshes which look inaccurate.\n\n1. Open attached file\n2. knife project\n3. zoom in a lot\n4. notice how horrible it is\n5. undo\n6. knife project\n7. notice the difference\n\n[knifebug.blend](knifebug.blend)",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"Do Not Allow The Image Resolution To Go Below 1 (or .8 at lowest)\nOperating system:\nGraphics card:\n\n2.8.3\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nI have very poor vision. Before I realized the font text box also had little arrow sizers or something, I thought you had to type in the value only.\n\nWhen trying to type 1.4, I accidentally typed .1 somehow (I couldn't see the screen with 1.0 Resolution Scale).\n\nI almost uninstalled the software, but with 15 minutes and WIndows Magnifier I got lucky and found Edit Preferences again, and another 5 or 10 minutes to find the Resolution Scale textbox.\n\nA minimum resolution scale would easily solve this, to where it cannot go below 1 in my opinion, but maybe an 18 year old with eagle eyes and a 99 inch monitor might want smaller, like .8.\n\n\nEdit - Preferences - Type .1 in Resolution Scale and hit ok.\n\nLet me know if you can solve it from there without uninstalling. Its like a pinatta game, but should never happen in the best menu font system I have ever used (I made a video giving you an A++ today, until I found this bug, I crossed off an A.\n\nThe file attached is from a Resolution Scale of .6, which I can't risk setting it any lower or I can't get it back.\n\nHere is a video link of the problem if you care to watch:\nrstH-msnuuw\n\nPlease tell me you agree Resolution Scale has no business ever being so low the software is unreadable.\n\nNew users, especially those with visual impairments worse than mine may not be aware of the little slider arrows. I noticed them on my 5th attempt at learning Blender, and uninstalled / installed each time before I found the font setting today, \n\nFive minutes later I found the font bug.\n\n\nThank you,\n\nCorby / Data Juggler",
"3DConnexion Mouse not working in new Blender instance\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\n3dconnexion mouse works only in one instance of Blender\n\nIf I open 2nd instance of Blender 3d mouse does not work in it, only in the original file. This behaviour is same in official 2.8. I have tested this in Rhino for Mac. There Mouse works in both instances, which ever is active of course.\n",
"Lag reading viewport depth buffer in LookDev mode\nOperating system: macOS Sierra version 10.12.6\nGraphics card: Radeon Pro 55 2048 MB\n\nBroken: ( 2.80 )\nWorked: (optional) ( 2.80, 3325b19ee7fd, branch: blender 2.7, 2019-06-06 )\n\n\nIn LookDev mode, zooming is extremely choppy. This topic was adressed earlier and dismissed a hardware issue. But the problem did not exist in an earlier version, suggesting it probably could be a software related issue. Check the video beneath.\n\nBased on the default startup or an attached .blend file.\n\n[devlook slow zooming.mp4](devlook_slow_zooming.mp4)",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!",
"Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n",
"Resizing the Blender Window causes the interface to disappear\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 3.6.0\nBroken: 3.6.1, 4.0.0 (Metal)\nWorked: OpenGL\n\nWhen resizing the Blender window the whole UI goes blank.\n\n\n- edit the layout by removing the 3D view\n- resize the Blender window\n\nSee `resizing-window-interface-disappear.mov`.\n\n***\n\n**Original report**\n\nNo on any one project, and doesn't always happen immediately.\n\nLiterally resizing the window nothing else. I do have magnet installed for windows management, that wasn't being used in this instance.\n\nI have a multi monitor setup, 3440x1440, 2560x1440 and the MacBook's internal display active.\nOnce in this happens the UI has only reappeared once so far and requires Blender to be closed and relaunched.\n\nI had OBS open at the time, I don't have to be recording for the incident to happen.\n",
"\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n",
"Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.",
"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",
"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",
"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?",
"Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n"
] | [
"View Blender\nDELL XPS 13\n\nBlender 2.79\n\nI can't see file menus or access User preferences.\nIt look like blender is in another window and I can not see all screen. \nIn addition the mouse isn't in the exactly position of the pointer in the upper part of screen.\n",
"I cant see the menu bar\n\nMicrosoft Windows 10 \ncorei5 processor 2.50 ghz\n\nIm using Blender 2.79\n\nWhen I started blender today, I wasnt able to even see the menu bar of it.\n",
"bug ? Menu bar disappeared.\nOS windows 8.1 i3 6100 hd530\n\n\n- Menu bar disappeared.\n- bug on all buttons, the red circle indicates the location of the mouse to activate.\n\nAlready tried :\n- download new version /\n- delete appdata / roaming / blender folder\n- restore default setting.\n- update video driver.\n\nDoes anyone know how to fix it?\n\nThank you.",
"Blender Glitch\nOperating system and graphics card\nWindows 64 bit Cpu\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\nAll versions\n\nWhenever i launch blender the Program opens and the top white bar of the computer is to big. It blocks the file menu and pretty much makes it invisible.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Window-Bugs\nWindows 10 Pro CPU: Intel Pentium g4560 HD610\n\nBlender 2.78c\n\nWindow-Bugs: Windows are oversized and not shown correctly. The menu is out of the screen. In \"Toggle-Fullscreen\" the stuff is shown correctly but other Windows that are opened additionaly are not. Compatibility mode is already set on Windows 8 but it doesn't work either.\nOpen Blender normally in Win10.\n",
"User interface is stretched beyond window\nOperating system and graphics card\n\nWindows 10 i7 6500u\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nWhen I open blender the user interface is stretched beyond the window. I have uninstalled and reinstalled many times and puzzled by the issue.\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Blender 2.79 will not properly calibrate!\nMy Computer refuses to properly calibrate blender. I need to hover my courser underneath anything I click, and all the edges are cut off, so I can't see the Info tab, making it very difficult to use the new update. \n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Blender Mainscreen - Interface is not fully visible, (invisble) cursor is above actual cursor/mouse-position\nWindows 10 64bit\nIntel® HD Graphics 520\nScreen Res: 3200*1800\nStable, Newer Release and 2.8\n\nIf i open up any of above Blender Versions the interface is not completely visible. The upper part is hidden. Additionally the cursor is visible below the \"actual\" position. So to click a button i need to go some pixels below this button. \n\n",
"Windows 10's window's menu bar is covering the blender's information tab. I can not click any of the buttons in that tab, ex file, render, window, help. Also when I hover over a button I can not click directly over it I have to move my mouse cursor dow...\nOriginal title: Windows 10's window's menu bar is covering the blender's information tab. I can not click any of the buttons in that tab, ex file, render, window, help. Also when I hover over a button I can not click directly over it I have to move my mouse cursor down a few cm to actually press the button\n\nOperating system and graphics card\n\n2.79\n",
"Full UI not being shown\nWindows 64bit (home), i5-6200u 2.3GHZ (turbo to 2.8GHZ) Intel Hd Graphics 520\n\nBroken: 2.87c\nWorked: (optional)\n\nWhen I open blender, the top part of the UI is hidden, so is the bottom part. My resolution is 1980x1080 Full HD\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nI am a new user, I downloaded blender today, I opened a new file, the error is there. I've tried installing it (4x (6 including the times I tried the 32 bit version!)). Didn't work. This is what my screen looks like (see attachment)",
"Isn't in the exact resolution, and doesn't show full screen\nOperating system and graphics card\nx64, 64 based processor, version 1703, Windows 10 home edition.\n\nBroken: 2.79\nWorked: (optional)\n\nWhen I opened up the latest version of blender, the resolution wasn't the way I wanted it to be... The whole thing is fuzzy and I can't fit the whole screen inside of it.. This just happened all of a sudden.\n\n",
"Disappeared bar and mouse displaced\nWindows 10 Pro, version 1703, compilation 15063.608\nIntel Core i7-6500U\n16 GB RAM\nIntel HD Graphics 520\n\nBroken: 2.79 5bd8ac9 (and previous versions)\n\nThis bug appeared one day (until this day, everything works fine) and I can’t solve it. Even trying to delete all Blender folders and installing again. I’ve tried to install another versions and the portable versions and the issue is repeating. The same problem appears always. \n\nThe thing is that the Info Menu doesn’t appear (it's under the caption bar of the window). In the default view, I tried to change another window and put the Info Menu, for example in the Outliner Window, but suddenly, the bar disappears always.\n\nMoreover, the arrow of the mouse it’s displaced like a 1 centimeter. I mean, when I try to click in a button, I have to point a little bit below of the button. I attached an image to explain better this point.\n\nscreenshot.jpg\n\n",
"Blender 3D\nMicrosoft Windows 10 Home\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nWhen opening blender I cannot see the top ribbon and the side options. They are obscured by the windows bar. Is there a way to resize the window to use the system? I doubt this is a bug but seems like a more a support question. \n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Problem\nI can not see the top things on blender I tried to repair it but still nothing.The things were you see files edit and stuff\n",
"I fixed the blender windows not scaling properly (on windows)\nFirst go to device manager > Display Adapters > the intel driver you mainly use.\nnext what I did was , I clicked update driver on it, Browser for drivers on my computer > Let me pick from a list of available drivers > and wala, I chose the one that I accidentally switched up.",
"Blender UI is shifted within application window on Windows depending on graphics card\nBlender on windows 10 unsing intel hd 620 graphics or Nvidia gtx 1060.\nThe Nvidia is plugged in the external case (razer core)\nWith nvidia attatched everything is fine. As soon I detach the core blender crashes... that's bad, but could live with it.\nbut then when I restart using intel graphics the complete userinterface is shifted up a certain amout of pixels (could be similar to the window header.\nHowever the mouse input is not rendering the application unusable. Also the menu bar is shifted out of the screen (see image)\nTo demonstrate I pointed the mouse to rotate but it's hovering translate on the screenshot.\n\nthe screen resolution is 3200x1800 150% scaling.\n\nrepair option of the blender installer dind't fix it. restarting windows didn't either\n\n\n",
"The info bar is shifted upwards away from my view, and the resolution of the window isnt right.\nWindows 10 Intel corei5 7th generation\n\nBlender Version 2.79\nUsed to work fine until I started it yesterday\n\nOk so yesterday, when I started blender up, the info bar was shifted 1cm upwards. I checked blenders main folder and found that there was no opengl32.dll, on my last tries, when I put that in and started it up, I could see all the info bars and the resolution was fine but it was super slow and laggy. I dont know what to do perhaps someone could help me?",
"Wrong window scaling\nLaptop: ASUS E502NA\nOS: Windows 10 Pro\nCPU: Intel Pentium N4200\nGraphics: Intel HD Graphics 505\n\nBranch: 2.78c\nHash: e92f235283\n\nYou can see wrong window scaling below. I tried to adjust DPI and reinstall Blender but nothing... \n",
"Interface and displey problem\nWindows 10\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n**I have downloaded blender, on my laptop, but i have problem with missing top and bottom bar.\nAs i can use it only with pressing alt+f11, it is really irritating and not possible to work.\nAlso problem with missing top and bottom bar on evetrhing else inside blender, such as user preferences, witch i cant use at all*\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n",
"Blender Suddenly glitches.\nWindox x64 10 Home\n\nBroken: All versions\n\nI'm not good at explaining, so i'll do the best I can. \nBefore, blender worked perfectly. Nothing wrong with it.\nThen, the next thing after I open it, no updates or anything, the top and bottom parts of my window get cut out, and my clicking range clicks above instead of where the mouse it.\n\n\n\nThis is exactly what I get when I open Blender\nHelp?\n",
"Wrongly rendered UI with latest Intel HD drivers\nWin10 Home 64bit (v1703)\nIntel Core i5-7600\nIntel HD Graphics 630\n8 GB RAM\n\nBroken: 2.78c with latest HD Graphics drivers (15.45.19.4678 )\nWorked: 2.78c with earlier drivers\n\nWith the latest driver, the whole UI is stretched outside of the window's borders. The mouse input is registered as in the usual, non-stretched UI.\n\nOpen any Blender version with the latest drivers."
] |
Different filepath image will be overwrite into one while unpack
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.2.1
Same filename image at different dir will be overwrite into one single image when pack -> unpack
I am not sure it is a design problem or a bug, but when people use an exist name image in blender, blender will automaticlly reaname it to .001. I think it should have a same behaviour when unpacking images
1. Import 2 images with same name in different directory
2. Pack Resource
3. Unpack Them
4. Update both image
You will find one of the image is gone.
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"Custom presets but with the name of builtin presets cannot be deleted\n\nBroken: Blender 2.83.5, blender-2.90.0-21cb6f09ffa8-windows64, blender-2.91.0-396d39c6b904-windows64\n\nThe original sampling presets in Cycles can't be deleted. However, it is possible to create presets of the same name. These presets become undeletable, because Blender assumes them to be the default presets.\n\n\n\n\nCreate sampling preset with name \"Preview\" or \"Final\". Try deleting new presets. \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)",
"Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n",
"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\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.",
"Splitting strips will change image output\nOperating system: Windows 8\nGraphics card: 550Ti\n\nBlender Version\nBroken: 2.93.0 Beta\nWorked: Not sure\n\nSplitting strips with \"hard\" method will change image output.\n\nAdd movie or image sequence to VSE\nSplit strip by pressing Shift + K\n\nImage will change\n\n",
"Bug when opening a file in sculpt mode, making N strokes, and undoing N times\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nI know it says branch: master (modified), but the changes are just some print statements in build_files/utils/make_utils.py; nothing involving the actual Blender source code.\n\nAfter opening a blend file in sculpt mode, making one stroke and pressing undo causes an error. The same happens after N strokes and N undos(back to the original file state).\n\nThe following is a video showing what happens: [[ nRUn6EFqNlA ]], and I've also attached [sketch0.blend](sketch0.blend)\n\nsince I'm not able to reproduce it on a simple file. Note in the video that in addition to the obvious visual glitch, the \"dyntopo\" check mark in the top right gets cleared.\n\n1. Open the given file (it is saved in sculpt mode, with dyntopo and symmetry turned on).\n2. Make any stroke anywhere, and then press Ctrl-Z to undo.\n3. The same will happen if you make N strokes and undo N times.\n\n",
"Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n",
"Recover Autosave breaks library paths\nBroken: version: 4.0.0 Alpha\n\n- Download both files, next to each other: [cube_linked.blend](attachment) [cube.blend](attachment)\n- Open cube_linked.blend to verify that it's valid the way it is. It links a collection from the other file.\n- File->Recover Autosave->Browse cube_linked.blend\n- Library path is broken, pop-up error about missing IDs.\n\n<video src=\"attachment\" title=\"2023-09-15 19-47-38.mp4\" controls></video>\n(The 2nd error pop-up here is from an add-on, but I tested the bug after disabling add-ons and restarting Blender as well.)\n\n",
"File browser: filename not updated immediately after rename\nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.15.21-1-MANJARO, LLVM 13.0.0) AMD 4.5 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.0.1, 3.2.0 Alpha\nWorked: -\n\nOpening renamed files does not work if you click \"Open\" in the file browser immediately after renaming.\n\nLet's assume there is a file A.blend\nOpen Blender's file browser, right-click A.blend and rename it to B.blend.\nPress Enter to confirm your changes, then click \"Open\"\nBlender now tries to open a file with the old name A.blend and can't find it anymore, so it shows an error message:\n\"Report: Error\nCannot read file '/yourpath/A.blend': No such file or directory\"\n\nThe renamed file will open:\n- if instead of clicking \"Open\" the renamed file is double-clicked.\n- after selecting a different file and then selecting the renamed file again (now \"Open\" works).\n- after clicking refresh/changing to a different directory and back.\n\nChanging display mode or clicking in the search field before clicking \"Open\" does not help.\n",
"Additional unwanted objects being created when asset browser asset is used\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nAdditional duplicate (unwanted) objects being created when using assets from the asset browser.\n\nI haven't managed to consistently reproduce how I get this issue to happen. However, I have attached files which are guaranteed to demonstrate it.\n\n1. The oxford-straps-demo.blend file contains the source meshes which are placed in a collection and marked as asset called \"Source Asset\"\n\n2. The test-asset.blend file contains the \"Source Asset\" dropped in as Linked then Library Overridden. That itself is then marked again as an asset called \"Test Asset\". (This is my workflow - I would do this, then add materials at this stage).\n\n3. Open a new blend file and drop in the \"Test Asset\" (with Append). You will see the appended asset plus two other unwanted objects which are duplicates of the objects contained within the sealed asset.\n\nI have to delete these every time the asset is used.\n\n",
"Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving",
"Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)",
"Generated images with disabled alpha can have alpha but are saved with no alpha, losing user's work\n## Simplified Report\n\n- Create a new image with Alpha disabled.\n- Set the generated color to fully transparent.\n- Set up this image for 3D texture painting on a simple plane and paint some opaque strokes.\n- Execute the Same All Images operator in the textures slots panel.\n- The image is saved as RGB and alpha is lost, losing some of the user's work without warning.\n\nThis can be even less clear, because some operators like the Lightmap Pack operator can create images with no alpha implicitly, and the user doesn't know this until the alpha data is lost.\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nwhen you create a new image texture through the Lightmap Pack feature and paint on it can display as RGBA but the alpha channel gets discarded on save and reopening the file. Images created through other means (like the image shader node or the image panel) do save with alpha channel.\n\n1. go into edit mode on the default cube.\n2. UV > Lightmap pack. choose new image.\n3. in the image panel, select the image, go to the Image tab on the right, set Source to Generated and Color to Transparent.\n4. make a material using the texture. Set the alpha mode to hashed/clip/blend doesn't matter.\n5. apply it to the cube.\n6. draw something on it in texture paint mode.\n7. under Texture Slots click 'save all images'.\n8. close blender and reopen the file.\n9. the texture lost it's alpha.\n\nThe reason seems to be that lightmap pack generates an RGB file, but it can still appear as RGBA throughout blender until you hit refresh in the image panel or re-open the file. Ideally for my own workflow the lightmap pack feature would allow for creating RGBA files (perhaps an alpha checkbox if it's important for other workflows to not have an alpha channel)\n\nattached file: white cube was made through image shader node, blue cube through image panel generate option, green cube through lightmap pack.\n\n[bug.blend](bug.blend)",
"Blender file browser replaces dot with underscore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe renderfarm service I'm using decides to use a dot in the middle of naming the frames. It's stupid but it is what it is and I don't have control over it.\n\n\n\nTry to set the render path like this\n\nAs soon as you press enter it decides to rename like this\n\n\nBlender keeps changing the dot for an underscore but only on windows, on linux it leaves the dot alone!\n\n\nOn a **Windows** machine:\n- Invoke file open dialog\n- Input filename `test.`\nFilename will be changed to `test_`\n",
"Crash after Disk Cache Particle bake while set to render as path\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nsame results on daily 3.1 build\n\nBlender crashes after finishing baking the particles to disk.\nThen proceeds to delete the baked files upon reopening the file. \n(don't know if the deletion is intended behaviour or not, but it stops you from being able to salvage the bake unless you rename / duplicate the cache folder beforehand)\n\nSeems to only happen with disk cache bake and not baking to memory. \nChanging the 'render as' setting to anything but 'path' seems to stop the crashing.\n\nOpen file, bake the particle system\n[Particle Bake to DiskCache Crash.blend](Particle_Bake_to_DiskCache_Crash.blend)"
] | [
"bpy.ops.file.unpack_all only unpacks one file for similar filenames\nOperating system: Windows 7\nGraphics card: NVIDIA GeForce GTX Titan 2015\n\nBroken: 3.3.0 Beta, branch: master, commit hash: bae2ce0695\nWorked: never worked, tested on 2.93, 3.0, 3.1, 3.2, 3.3.0 beta\n\nWhen you have a .blend file with packed file resources containing files with similar names (i.e. *sample.png, sample.png.001, sample.png.002, sample.png.003*, etc) and try to unpack these files with *File > External Data > Unpack Resources* or running *bpy.ops.file.unpack_all() in Text Editor* with any method as parameter, all files get unpacked with the same name *sample.png*. Currently there is no known workaround for this so you will always end up with only one file being unpacked which is the last in the list.\n\n1.) Download the attached file *same-name-images.blend*\n2.) Unpack the packed files using *File > External Data > Unpack Resources*\n3.) Check the *Info Panel* to see where blender saved the file(s)\n\nNotice that only 1 file was unpacked. There are 2 packed files in the attached .blend file, namely *sample.png* and *sample.png.001*. The unpacked file results in a file with name *sample.png* but it really is the packed image *sample.png.001*.\n\n[same-name-images.blend](same-name-images.blend)"
] |
bug: bloom isnt correctly saved to alpha channel in eevee
Render

Alpha Channel

in general theres some wrong conversion or transformation problem with the alpha channel.
how can i save that pic like its shown in blender ? not possible at all ? | [
"Viewport is no color corrected correctly (ACES and others on background image from camera and ref images)\nOperating system: Windows 10 x64\nGraphics card: Geforce GTX 970 (primary / screen), 2x Geforce GTX 1070Ti (for Cycles)\n\nBroken: 3.4.1, 2022-12-19 17:00, 55485cb379f7, blender-v3.4-release\nWorked: None\n\nHi, \n\nSo my problem is that the viewport are not correctly color corrected when using OCIO ACES setup (ACES 1.2 for me, just stay on this one cause good for me and others studios). When I want a ref image or a background movie (from sequence images) to track or just to match some color on my lighting, my ref images are bad color corrected, so no clean reference for color picker, no possibility to try a fast pre comp to validate before advanced compositing in Davinci Resolve. The goal of ACES / OCIO is to have the same color pipeline and possibility to match all the footage just knowing the ACES profile used in the studio that send you data (raw exr sended and inform I used ACES cg and texture is in srgb / texture ACES mode and co).\n\nIt's really bad to have all working good in blender for ACES but not the viewport (displayed one, cycles render good aces color on bad colored viewport).\n\nI hope you will focus on this fast cause it's really boring, put in option to put the viewpot in raw linear workflow or fix the way to have the good color when I use my aces \"input sRGB\" on my png \"light\" srgb ref for tracking or when I use my full raw linear exr. I use ACES to be sure to send good color to others studios.\n\nHope it will be fixed in the next realease after the 3.4.1 ;)\nIn attachment my OCIO config + two pictures to show the problem.\n\nNothing to do, it's hard coded in Blender if I read well.\n\nThank you\n\n\n\n\n\n\n[config.ocio](config.ocio)",
"Eevee incorrect motion blur Mantaflow liquid\n\nOperating system: Windows 7 Pro 64-bit\nGraphics card: Nvidia GeForce GTX 1060 6-gig\n\nBroken: 2.90.0 Alpha - 2020-07-03 - hash cad98923d006\nWorked: ---\n\n\nEevee motion blur not correctly applied to mesh of Mantaflow liquid sim.\nCube in scene is correctly blurred.\nMantaflow appears to show only start/end positions with some sort of strange (zoomed?) artifacts in between.\n\n\n\n**Steps to reproduce**\n[Eevee motion blur bug.blend](Eevee_motion_blur_bug.blend)\n\n- Open file\n- Bake simulation\n- Render",
"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",
"Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving",
"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\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",
"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",
"Supporting HDR workflows in Blender\nSupporting HDR workflows in Blender\n-----------------------------------\n\nThis is a write up of a current state and possible ways forward supporting the high dynamic range (HDR) workflow in Blender.\n\n# Current state\n \nInternally the whole render pipeline operates on HDR buffers, including Cycles, Compositor, EEVEE, and so on.\n\nHowever, the configuration of the drawing context which actually displays the rendered image on the display is limited to 8bit range.\n\nThe image formats which support HDR are already utilizing it, but this is not done for the video IO.\n\n# Moving towards HDR\n\nThis section briefly summarizes changes which are to happen in various areas of Blender to unlock artists delivering HDR content.\n\n## Operating system window graphics context\n\nThe GHOST library of Blender takes care of creating OS windows, and graphics contexts for them which is used to visualize the whole Blender interface.\n\nThe window context needs to be given hints to be more than 8 bits per channel, and the window itself might need to provide hints to the operating system about the type of the content (possibly, the color space of the content of the window).\n\nDetails are to be figured out on a per-system basis, but generally the files of interest are `intern/ghost/intern/GHOST_Window<Platform>` and `intern/ghost/intern/GHOST_Context<Backend>`\n\n## OpenColorIO configuration\n\n### Emulation of different displays\n\nThe OpenColorIO has a built-in ability to emulate look of the final image on a different displays. One of the issue with this is that it kind of conflicts with the same functionality on macOS which has system-wide option for the same functionality.\n\nThe idea to mitigate this confusion could be to introduce \"Auto\" display configuration. which will leave the final display transform to the OS.\n\nThere are some open topics with this proposal:\n\n- What should be the way of checking how render result would look like on a non-HDR screen: is it something to be done via the system-wide settings in the OS, or is it something to be done by adding/ensuring clamping the sRGB display OCIO configuration (possibly presented as a different display from the current sRGB)?\n\n- How to apply the \"Auto\" display transform on the saved images? Auto could be a boolean too.\n\n- Look at virtual displays as potential solution: 1082\n\n- Should Extended sRGB be its own colorspace, or a boolean toggle?\n\n### DCI-P3 display configuration\n\nThe title is kind of self-explanatory: there needs to be a configuration for the displays which use DCI-P3 color space.\n\nOne of the challenges is to preserve the Filmic View, which is currently designed for the sRGB screens. Arguably, it should be a look as it is often used for an artistic reasons. Nevertheless, this is a topic of investigation for the P3 display configuration.\n\n### ACES support\n\nACES is what a lot of studios and hardware manufactures are aligning up, and this configuration seems to be useful to have regardless of HDR story.\n\nAn argument for the ACES in the context of HDR is that it seems that it simplifies color grading process, ensuring that the final frame will look as close as possible to what artists had in mind as when viewed on various projectors and displays.\n\n## Draw manager & UI\n\nThere are following points which seems important for the decision making:\n\n- On macOS it seems to be very easy to provide window content in a specific color space (which is communicated to the NSWindow), and leave the display transform to the OS.\n- Blender needs to become usable on XYZ projects.\n\nThis leads to the following proposal: the entire Blender UI needs to become covered by color management of some sort. Possibly, render the whole Blender UI in wide enough color space (rec2020?). The final display color space transform is then either done by the OS, or as a window-wide shader.\n\n## Image IO\n\nFor images it is already possible to override display transform. So technically it is possible to apply proper tone mapping to make non-HDR image format look good.\n\nA possible life quality improvement could be to somehow streamline preview of the saved images. Currently it is kind of invisible, and the only way to know the final look is to open the file.\n\n## Video IO\n\nBlender uses FFmpeg, which seems to supports HDR. However, in Blender the integration is historically hard-coded to be 8 bit per channel.\n\nBoth FFmpeg reader and writer needs to ensure to support higher bit depths.\n\nFrom implementation details for the writer the interesting functions are `BKE_ffmpeg_append` and `BKE_ffmpeg_start` from `writeffmpeg.c` (this trickles up to the `bMovieHandle` abstraction used by the render pipeline). The frame API needs to be changed to accept `ImBuf` instead of `int*`, and the `IMB_colormanagement_imbuf_for_write` needs to be checked from a point of view that it does not enforces clamp.\n\n",
"EEVEE viewport rendering loop bug when using walk or fly navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nWorked: As far as I know, this bug was always in Blender\n\nEEVEE viewport rendering loop bug when using walk or fly navigation:\nwhile using fly or walk navigation and staying still, the sampling always just jumps back to 0 when finished sampling and just starts sampling over and over again thus creating an irritating loop of constant resampling\n\n1. Use EEVEE\n2. For the purpose of this example, change the scene filter size to 50px so that the effect is easily noticeable \n3. Press shift + ` to go to walk navigation (fly navigation has this bug too)\n4. Stay still so that the viewport could start sampling to the specified amount\n\nNotice when the sample amount reaches the specified viewport samples amount, rendering starts again as in if you have moved\n\n[EEVEE viewport navigation loop bug.blend](EEVEE_viewport_navigation_loop_bug.blend)\n\n\n\n\n\n",
"EEVEE: Nishita Sky change Sun Rotation causes shader recompilation\nBroken: version: 3.4.0 Alpha\n\nAdjusting Sun Rotation in Nishita Sky texture in EEVEE causes shader recompilation\nwhile adjusting sun elevation is not causing shader compilation and allow to realtime adjustments\n\nThis makes impossible to have animated sun position.\n**Steps to Reproduce**\n- Open .blend file -> switch to viewport rendering\n- Change rotation value with slider\n[#101197.blend](T101197.blend)\n[nitsha.mp4](nitsha.mp4)",
"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.",
"Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n",
"Motion Blur missing in the Render Preview of viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nIn 2.83 we had the access to realtime motion blur with Eevee (which was limited to camera deformation).\nIn 2.90 and above this was replaced with a new motion blur system that is render only. \nEevee is amazing for having realtime screen space reflections, ambient occlusion, depth of field and motion blur, which made it perfect for screen capture or viewport rendering an animation without excessive time consumption.\nI was wondering wether this is a decision or a bug, since having the camera deformation motion blur back in the viewport would allow for the same realtime rendering results as in 2.83\n\n- Go to camera view\n- move the camera around\nIin 2.90 and above and youll see any motion blur previously existent in 2.83 is gone. \n",
"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",
"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",
"Lookdev/Eevee - Cycles color mismatch when using ColorRamp with constant interpolation.\nOperating system: Linux-5.0.7-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\nPlease have a look at this node setup. If a value is input that matches a flag's position, Cycles seems to handle the output incorrectly.\n\n\nHere's the result of the Material applied to a plane. (Note: Left Lookdev, right Cycles render Preview)\n\n\n\nSee attached .blend File and switch to viewport rendering. - Also, compare to the behavior with Eevee as Render Engine, which gives consistent results.\n\n[Cycles_ColorRamp_bug.blend](Cycles_ColorRamp_bug.blend)"
] | [
"Transpared image rendered in Eevee when its saved its all white\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon HD 5570 ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1062.1004\n\nBroken: version: 3.1.0 Alpha\n\n\nI guys, I have my \"volumetrics\" scene in blender 3.0 and when I render image with transparent background in Eevee render engine in viewport it has \"check board\" shown but when I save image from render screen its all white. I have set in render properties under \"Film\" to transparent I have set color \"RGBA\" and File format to PNG under Properties. What Im doing wrong ?\n\nEdit: When I uncheck transparent under film I getting correct imaga with black background\n\nFirst Bake than save image from render screen to pc,[white_and_blue_ball_blender_3.blend](white_and_blue_ball_blender_3.blend), Im getting white image\n\n",
"2.91 alpha wrong after saving\nOperating system: win10\nGraphics card: 2070 super\n\nBroken: 2.91edf4378c442a\n\n\nafter render, it shows the correct alpha in the image editor but when saved to the computer the alpha is wrong\n\n\nthis appears to happen only when I set the color value of glass shader above one\n\nblender file:\n[alpha bug.blend](alpha_bug.blend)",
"Error saving emission volume in a PNG file\nOperating system: Windows 10\nGraphics card: GTX 1650\n\nBroken: blender-2.93.0-0f66dbea904f-windows64\nWorked: didn't found a working version. Doesn't work in the latest 2.93b or 2.92\n\nRendering emission volume and then saving it as a PNG file with alpha channel results in a strange noisy black and white image that is different from what is displayed by the render result. I have tried other file types and this seems to be limited to PNG files. I have not tried every file types though.\n\n[Volume Emission PNG Bug Report.blend](Volume_Emission_PNG_Bug_Report.blend)\nRender the scene and then save the result as a png. Opening the png will show a different result from what is displayed in the render result window.",
"Additive materials produce broken output pngs when rendering with transparency\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\n\nWhen rendering a material with additive materials involving transparency the render looks correct in the render view but the output png comes out broken (only 100% transparency, no color when using eevee).\n\nCreate a setup with an additive transparent material -> render -> save as png.\n\n[additive_blending.blend](additive_blending.blend)\n\n",
"EEVEE Bloom over Transparency does render but does not SAVE to RGBa PNG \nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nin the render settings enable eevee bloom and turn it up and in film settings set the background to transparent. render and save as PNG with alpha. the Bloom is even shown in the Compositor and in the render window but does not save.\n\nIt seems the Alpha Matte of the render is \"wrong\". see attached image. It only shows alpha information where there is geometry and only renders this (and bloom tends to glow outside of geometry too of course)!\nEven enabling the Bloom Renderpass and compositing that into the render does not really work and is way too complicated.\n\nMy Conclusion:\n\n1) The Bloom Renderpass also needs a transparency matte that works. \n\nor\n\n2) Even better would be that the Compositor Render Layer Image output would just be saved as it is. Or that the Compositor Render Layer Alpha output takes the EEVEE bloom into account when transparent background is enabled. That could be done with including The Bloom Rendepass Matte mentioned in conclusion 1)\n\n\n\n",
"Add Transparent BSDF Shader over Emission Shader Alpha export issue\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.1\n\nWhen you render an image with semi transparent emission shader, the alpha information gets lost when you save the image. In the viewport it is displayds properly.\nThis worked for me in older versions of blender\n\n\n\n\n\n\n\n[xray_Bug.blend](xray_Bug.blend)\n\nWhen you add a transparent shader over an emission shader with layer weight plugged in strength, the viewport and the final saved image differ. \n\n",
"Bloom in EEVEE doesn't work in the final exported png image with transparency\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.4.0 Alpha\n\nWhen saving a render as a png image with transparency in EEVEE, the Bloom effect doesn't show up in the final exported image. Also there is a slight difference between the viewport bloom and the rendered bloom in the image editor.\n\n\n\n[GPU Gauge.blend](GPU_Gauge.blend)",
"Eevee bloom transparency still broken when saving image\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: 2.91.0 Alpha\n\nI am aware that there was a somewhat recent bugfix to the way Eevee handles bloom + transparency (I couldn't find the commit, but I'll edit this post when I find it). In the latest experimental builds the problem seems to be fixed, however when I go to save the image the output is still broken, and looks the same as if I rendered it out of 2.90.\n\n2.90 render (saved, and when in image editor)\n\n\n2.91 render (saved with 'as render' checked)\n\n\n2.91 render (saved with 'as render' not checked)\n\n\n2.91 screenshot of the render in the image editor displaying correct behavior.\n\n\n1. Add object with bright emissive material\n2. Turn on bloom\n3. Render\n4. Save image\n\nHere's the test file I was using\n[test.blend](test.blend)",
"Fire not showing in saved PNG\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.98\n\nBroken: version: 3.2.0 Alpha\n- Also broken with 3.1 RC (downloaded 2022-03-06) and 3.0.1 Release\nWorked: Unknown\n\nWhen rendering a smoke/fire simulation, the fire shows in Blender's image editor after rendering, but not in the saved image.\nIn this example screenshot, you can see the render result in Blender's image editor (on the left) and the saved image (on the right), opened with my default image viewer. I also tried another image viewer as well as GIMP, which both showed the same result, just like the Windows image preview. The grey background in the image viewer (as opposed to checkerboard) is the viewer's background color, not the actual color of the image, which is instead transparent. \n\n\n1. Open Blender (default settings, right after downloading)\n2. Set render engine to Cycles\n3. Enable Film > Transparent (bug doesn't happen with this option disabled)\n4. Add \"Quick Smoke\" effect to the default cube\n5. Set the flow type of the cube to \"Fire\" (bug doesn't happen with \"Smoke\" or \"Fire + Smoke\")\n6. In the material of the smoke domain, add an attribute node, set it to \"flame\", and connect its \"Fac\" output to the \"Blackbody Intensity\" input of the Principled Volume node (so the fire actually shows up in render)\n7. Render frame 1, where the fire is clearly visible in the image editor inside Blender (bug also happens after ESC-ing the rendering process before it finishes)\n8. Go to \"Image\" > \"Save Image As...\" and save the image in PNG file format and with RGBA color channels (fire is shown as intended when saving in JPG format, which doesn't support transparency)\n9. Open the saved image, where the fire is not visible (but its light on the cube is visible)\n\nThank you to all developers for your work on Blender, I really love this software! ",
"Blender saves out what appears to be a blank image of emission volumes when background transparency is enabled.\nOperating system: Windows 11\nGraphics card: nVidia RTX 3060\n\nBroken: 3.3.0, 3.2.1\n\nWhen saving an image of an emission volume with a transparent background, Blender renders the image properly, but appears to save out an image of nothing.\n\nFrom default startup: In the material of the default cube, remove the principled shader and add an emission shader connected to the volume input of the material output. Then, in either EEVEE or Cycles settings (both share this problem) turn on background transparency in the render properties under film. Render an image and save it out as a png file with RGBA enabled. The file when viewed in other software and even in Blender's own image editor will appear to be blank, though the image WILL appear in Blender's compositor via an image node. So the image works, just not as a user may expect it to or find useful.\n\nSorry if this is expected behavior.",
"Image with Alpha not exported properly with emissive materials on transparent background\nOperating system: Windows 7 64 bit\nGraphics card: nvidia geforce GTX 1080\n\nBroken: 2.92.0, Hash: 02948a2cab44\n\nWhen the world background is transparent, and the bloom effect is enabled, rendering an emissive material works as expected, but when saving the render result the saved image is not correct (\"PNG\" and \"TIFF\" formats) the openEXR format works fine.\n\n\nBut if i change the alpha to \"None\" The color information is actually there.\n\n\n\n\n\n - Open the attached blend file.\n - Render (F12).\n - Save the image, PNG with RGBA.\n - Open the saved image. It doesn't look like the rendered image.\n\n[Alpha Bug.blend](Alpha_Bug.blend)",
"Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: \n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n",
"Bloom not visible after saving on transparent areas\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha, branch: master, commit date: 2022-04-05 23:33, hash: `931ae424b9, current Stable Releases, Daily, LTS, 2.81a (and many more I haven't tested)\nWorked: none that I've tested\n\nThe Glare node doesn't change the Alpha Channel, which results in not saving the Bloom to the file if it is on a transparent area\n\nThis seems to also affect Eevee's Bloom rendering settings\n\n1 Create a scene with an glowing object and enable transparent rendering \n2 Enable Composting nodes and add a Glare node set to Fog Glow\n3 Render image to a file, it is still visible like expected inside Composting\n\nExpected Result: Glare Node changes Alpha Chanel to make Bloom visible on transparent areas\nActual Result: Bloom is fully invisible on transparent areas",
"Cannot Save Alpha from Smoke Simulation after successful Render \nOperating system: Windows 10\nGraphics card: Intel internal\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) ALL afaik\nWorked: (newest version of Blender that worked as expected) None\n\nAfter I have baked my smoke sim (modular), I render it out successfully frame-by-frame. But when I try to save the render in .png/.tiff/.exr file format with alpha channel 'enabled' .. It does not save properly, and I cannot see the smoke in my .png/.tiff/.exr file when I open it in a image-editor like photoshop/windows image viewer\n\nHowever when I save it without alpha channel enabled, the smoke is saved properly, albeit with black background (since there is no alpha channel). \n\nWhen I save it in targa or targa raw (.tga) format, despite alpha channel enabled, I do not get transparent background .. however the smoke saves correctly (unlike in other formats). \n\nAttaching the .blend file\n[AshTray.blend](AshTray.blend)\n\n1. Bake the simulation\n2. Switch to a frame like frame 50 (in the middle) .. and render it out using 'F12' (Remember to have transparency enabled in Cycles (Render Settings>Film>Transparent)\n3. Try saving the render as .png file with RGBA \n4. Compare the image saved with what you see in Render\n\nIn the image below, you can see on left side the 'Render' .. and the same render after saved and reopened in image editor on Right\n",
"Semi transparent render results saved to tiff or png looks significantly different \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\nWorked: NEVER WORKED\n\nI've provided 2 blend files in the attachment. \nalpha.blend is the how the images are product with. Open it to see the shaders or settings.\n\n\ncomposit.blend has 3 images packed in. The exr image put over a pure black background is what it should be like. The png/tiff image put over a pure black background is excatly what they appears in Photoshop which is significantly different from the exr comp.\n\n\n[composit.blend](composit.blend)\n[alpha.blend](alpha.blend)\n"
] |
Don't work hotkeys with tilda
Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel(R) UHD Graphics 617 Intel Inc. 4.1 INTEL-14.2.16
Broken: version: 2.82 (sub 1)
When i try to use hotkeys with tilda symbol (`) it's doesn't work. For example "Shift+`" for Walk navigation view or just View menu by "`"
Open new General file.
Push Shift+`
| [
"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?",
"Text fields don't allow to enter language specific text like Umlauts \"öäü\" on X11\nOperating system: Linux-4.18.0-15-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.77\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n\n\nVSE\nSHIFT-A->Text \nTry to enter special characters -> Nothing\nOnly Linux (see above)!\n\nHowever: Copy&Paste works!\n\n",
"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.",
"Gizmos do not appear when editing normals via the rotate or point to target functions\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6292\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWhen editing normals using the \"rotate\" or \"point to target\" options in the Alt-N normal menu, no gizmo appears to control these functions using the mouse. This behavior isn't consistent with the behavior [shown in this video ](Rqsgrg_SVME?t=123).\n\n\n # Open new \"General\" file\n\n # (Optional: Enable normal visualization gizmos)\n\n # Select cube and go into edit mode\n\n # Select a face and open the Alt-N normal editing menu\n\n # Choose the \"rotate\" or \"look at target\" options\n\n - Gizmo for mouse does not appear\n",
"Insert key dropdown on keymap doesn't show keying sets anymore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.2 Release Candidate\nWorked: 2.92\n\nwhen trying to assign a default keying set to the insert key menu, it doesnt show the list anymore just a dropdown that says default\n\n2.92\n\n\n\n2.93+\n\n\nopen blender, go to settings > keymap\nsearch for \"insert keyframe\"\nexpand the \"insert keyframe menu\" under pose mode\nclick the keyingset dropdown... all you get is default.\n",
"It is not possible to set a hotkey to Transfer Sculpt Mode\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIt is not possible to set a hotkey to Transfer Sculpt Mode. Neither using the right-click menu nor via the Settings (including using the Python command)\n\n- Open default scene\n- Switch to Sculpt mode\n- {nav Sculpt > Transfer Sculpt Mode > Right click > Remove Shortcut}\n- Now try to assign shortcut\n\nThe shortcut wasn't saved.",
"Add smart behavior (linking/instanciation) when pasting a collection in the Outliner or the 3DView\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\nBroken: version: 2.81 (sub 4)\nWorked: Never\n\nCopied Collection does not paste correctly in the Outliner \n\nCopy a Collection from the Outliner and Past it in the Outliner - Collection doesn't shown in the 'View Layer' but in 'Orphan Data'\n",
"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.",
"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\nView navigation that I used:\n\n\n",
"Industry Compatible keymap uses Ctrl + H for two separate actions resulting in only one action working\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\nThere's a keymap conflict here when using the Industry Compatible map:\n\n\nUnfortunately instead of resulting in both actions being done, this results in the \"hide unused\" shortcut not working at all by default.\n\n- switch to Industry Compatible keymap\n- create a material\n- select a node and try to use keyboard shortcuts for \"hide unused\" and \"collapse\"\n- note they're both Ctrl + H resulting in only \"collapse\" ever doing anything.\n\nEither should by default both actions happen upon that shortcut or there should not be a conflict by default.\n",
"VR design / usability\nThe following lists a number of higher level, usability related questions that have to be figured out.\n\n## General Workflow\n**How will navigation in the virtual world happen?**\nEarly on, we should decide how navigation in the VR view will work. It should probably be usable with and without handheld controllers.\nOther VR engines have already implemented their solutions, which may be useful as a reference.\n\n**How can we create workflow specific VR UIs?**\nIt would be nice if VR UIs could be integrated well with other workflow mechanics we have in Blender. For example there could be a simplified UI for 101-like templates, or specialized sculpting UIs. A version with focus on accessibility might also be interesting, VR offers new approaches for handicapped access.\nBasically we shouldn’t set one VR UI in stone, but allow people to come up with better or alternative solutions for specified use-cases. We’d still deliver a polished default experience obviously.\n\nThis has big technical implications, as it influences how tools, operators, gizmos and other graphical elements have to be implemented.\n\n## Operators, Tools & Gizmos\n**How will operators, tools and gizmos work together in VR?**\nWill we only provide the active-tool concept, or can we allow non-modal operator execution as well? How will tools and operators be selected/invoked?\n\n**How can users customize keymap bindings of controllers?**\nNote: The OpenXR specification “outsources” this part to the runtime. In Blender we would listen to abstract actions (e.g. “Teleport”) and the OpenXR runtime (Oculus, Windows Mixed Reality, etc.) binds this to a device button/gesture. This makes our job easier, we don’t have to care for device specific keymap bindings.\nSo assuming we don’t need to listen to device specific button events (which might still be needed), OpenXR already answered this question for us.\n\n## Setup\n\n**How is the VR reference space defined?**\nWhat’s needed is a point in space that acts as the origin of the VR experience, a up direction and an initial direction to look at (always perpendicular to the up direction?).\nNote that the up direction and the origin basically define the floor plane.\nThe OpenXR runtime calculates the head position/rotation based on that, including eye level above the ground. It can also define the room/movement boundaries.\nOther engines probably already figured this out and we may be able to copy them.\n\n**How can settings be accessed from within the VR session?**\nThere are different settings to think about: Viewport settings, VR-specific settings (e.g. toggle positional tracking), operator settings, tool settings, etc. We’d probably not expose properties editor or user preference settings for now, although we could make it possible to show any editor in a 3D floating popup.\n\n**How can users change settings for the VR session, but outside of it? Do we allow this at all?**\nFor example, users may want to change viewport settings from the regular 2D UI, because the VR session renders too slow. This also matters for users that don’t have controllers.\n\n**How are session defaults and startup settings defined?**\nThis is mainly about viewport settings (display mode, lighting, shading, etc.) and VR specific settings. You may want to set these up even before the session starts. And you may want to set your own default settings, too.\n",
"Wayland: Unable to access window position, finding the window under the cursor doesn't work\nWayland can't access window positions. From what I can tell this is an intentional limitation and there aren't ways to access this information.\n\nThis means functions such as `WM_window_find_under_cursor` doesn't work.\n\nFrom the user perspective the following functionality wont work.\n\n- \"Swap Areas\" / `SCREEN_OT_area_swap` isn't able to swap areas with another window.\n- Some \"Eyedropper\" functions such as `datadropper_win_area_find` wont be able to access other windows.\n- Dragging items between windows doesn't work (see `wm_event_cursor_other_windows`).\n\nCurrently `GHOST_SupportsWindowPosition()` has been added to prevent other windows being found when they shouldn't be.\n\n\n---\n\nNOTE: there is a proposed solution that might allow Blender to restore the positions of windows saved in a file: see: 18\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)",
"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",
"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)."
] | [
"AccentGrave / Tilde not accessible on certain keyboards in Windows [makes Walk/Fly difficult to access]\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nflymode not accessible throug german keyboard \nSHIFT+` is not working on german keyboards\n\nwould be good to have SHIFT+F as a standard again, so germans can use the flymode :)\nSHIFT+` is a bad kombo...\n\n\n",
"Shortcuts with accents like ` or ´ does not work an several languages\nOperating system: Win7 64bit\nGraphics card: Geforce GTX660\n\nBroken:version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: \nbuild date: 2019-07-29, 09:44 AM\nWorked: (optional)\n\nShortcuts with accents like ` or ´does not work on serveral languages.\n\nI guess every language using accents have the same problem, cause it is a special char that needs another key after shift-accentgrave. Like shift-accentgrave gave nothing pressed until another key, for example a -> à. Or space for a ` alone.\nSo the default shortcut \"shift `\" in the keyboard map for \"View Navigation (Walk/Fly)\" does not work. \n\nA accents shortcut also cannot be set in the preferences, for example a shift+` gives a \"shift ]\",\na shift+' gives a \"shift /\".\n\nChanging the interface language to english, does not affect this.\n\nReproduce on a system with a language that uses accents.\n\n- in preferences/keymap choose a function like (walk/fly) an try to set it to \"shift `\"\n- the key is change but it does not show \"shift `\", it shows \"shift ]\" (on a german language system)\n- activate walk/fly dont working with \"shift `\"\n\n\n\nI tried \"'\" instead of \"`\" or \"´\" and it is working for that. But it displays also the wrong key in the preferences/keymap with \"shift /\". \n\nshift ' -> displays shift / -> mapped to shift '\nshift ` -> displays shift ] -> mapped to (didnt find it/unmapped)\n\n\n\n",
"Keyboard mapping bug\nOperating system: win 10\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nSorry, this information is not on the splash screen.. Bug is for the latest 64bit install, v2.80.\n\nDifferent layout keyboards give different results for shortcuts.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nInstall English US and English UK keyboards. In US mode '~' popup menu works just fine. In English UK, the same (¬) key, Top left under Esc doesn't work, nor does shft # where the tilda key is on this type of keyboard.\n\neasy enough to work around, but i couldn't figure out why the ~ wasn't working when previously it had... I've seen other posts of this strange behavior, working one minute, then not again for other functions, so it may have affected other users.\n\nNice software - :-)\n\nNile.\n\n\n"
] |
Face instancing giving unexpected behaviour in combination with the mirror modifier and various deform modifiers
Operating system:
Win10
Graphics card:
Broken: 3.0.0 Alpha
Worked: -
Mirroring & using deform modifiers result in unpredictable results when using "face instancing".
As you can see in the screenshot, the "instanced" geometry (the children of the object using face instancing) wont mirror accordingly. Similar issues appear when using many of the deform modifiers,

**Expected behaviour**
Face instancing should be able to use in combination with modifiers, and the results should display appropriately.
Create a new blend file, add a plane & enable face instancing, parent the default cube under it and move it so you can see the plane & cube separately.
Now add another mesh, move it to a location of choice & add a mirror modifier to our face instance plane & set the mirror object to this new mesh.
Rotate the default cube by some odd value, say 25 degrees on every angle and apply the rotation.
Now you should be able to clearly see how the cube doesnt mirror properly when instanced with the face instancing.
This can also be reproduced with most deform modifiers.
If you apply the modifiers of our face instanced plane, enable Viewport > Edit mode > Overlays > Developer > Indices you will see something like this:

and from here we can make a guess that likely, the face instancing algorithm uses face instances to determine the rotation of the face. Which gets broken by the mirror modifier (and several deform modifiers). | [
"Extrude manifold on multiple non-adjacent faces gives wrong results\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.90.0 Alpha\nWorked: never\n\nWhen using extrude manifold when multiple non-adjacent faces are selected, you sometimes get some weird and inconsistent results with missing edges.\n\nDefault cube -> edit mode\nAdd one loop cut\nSelect two opposing faces next to the loop cut\nTransform orientation: normal, pivot individual origins\nExtrude inwards\nResult: ngons on both sides with missing edges where they should be. Also the result is different on both opposing sides.\n\nImage: on the left extruding a single face; on the right extruding multiple faces at once:\n\n\n----\n\nExample blend file.\n\n[T78635_test.blend](T78635_test.blend)\n\n",
"Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)",
"Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n",
"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 \n\n",
"Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n\n\n\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n",
"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. ",
"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)",
"Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n",
"Curve / Geometry / Bevel Objects don't accept Mirror Curve\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[i try to use a curve with mirror modifier, to use it as Bevel Object in ObjectDataProperties Curve. Now i see the half , it miss the modifier]\n\nCreate curve with mirror modifier, add it to new curve inside ObjectDataProperties Bevel Objet\n[CurveBevelMirror.blend](CurveBevelMirror.blend)\n\n",
"wireframe object shows face orientation when other close to it\nOperating system: Linux-5.14.17-hardened1-1-hardened-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\n\n\n\nadd 2 cubes side by side\nchange display to `wire` for a cube\nopen `face orientation` in `viewport overlays`\nwireframe cube will show face orientation unexpected\n[bug.blend](bug.blend)\n",
"Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n",
"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)",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n"
] | [
"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\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."
] |
Texture baking from multiple objects doesn't work.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67
Broken: version: 2.90.0 Beta
Worked: 2.83.4
Texture baking using multiple objects, like baking a normal map, will only produce a correct result for one of the objects and the rest are "cut out".
- Use the attached file as a starting point.
- Select all three spheres
- Select the plane
- Go to the Render Properties panel and Bake the texture
[TextureBakeError.blend](TextureBakeError.blend)
| [
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"Bake All Dynamics doesn't include all when Lifetime of particle system gets animated\nOperating system: Windows 10\nGraphics card: Quattro\n\nBroken: 2.91.0\nWorked: \n\nWhen the lifetime setting of a particle system gets changed during an animation of the emitter and the animation gets baked, the number of frames are not aligned to the changed lifetime. \n\nInitial lifetime of 100 will be changed during the animation to 500. Number of frames after bake is the frame end setting of the particle system plus the initial life time setting - in this case 100.\n\n- Open attached file or (Based on the default startup):\n - Set number of frames to 1.000\n - Create a sphere - size .1\n - Enter keyframe on frame 0 for location x,y,z\n - Move sphere on x-axis to +10\n - Enter keyframe on frame 250 for location x,y,z\n - Add particle system to the sphere, 1.000 pieces, start frame 1, end frame 250, lifetime 100\n - Add keyframe for lifetime on frame 1 and frame 49 with lifetime value 100\n - Add keyframe for lifetime on frame 50 with a lifetime value of 500\n\n- Bake all Dynamics\nYou will see 351 frames in memory and not 751 as expected\nAlthough the error is the same, rendering of animation does still work in Blender 2.83.5 but not in Blender 2.91.0 anymore\n **WORKAROUND:** Set keyframe for lifetime on frame 0 with lifetime value 500 \n[LiveTimeTest_002.blend](LiveTimeTest_002.blend)\n\n\n\n",
"Cycles: point cloud geometry improvements\n[D9887: Cycles: pointcloud geometry type](D9887)\n\nImprovements:\n- [x] Point Info node with radius, position, random\n- [ ] Backfaces are ignored (like curves), which means e.g. volumes inside points don't work.\n- [ ] Render as normal or ray oriented disc (see [D9887](D9887)#289012, [P2125](P2125.txt))\n- [ ] Baked shadow transparency support like hair? But must be optional since texturing alpha across the sphere/disc is useful.",
"Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)",
"Bake texture then the colour of texture is changed\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 1050\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nWorked: Never (2.80+)\n\nWhen I bake texture to a new UV colour is changed. After bake, I use the colour picker to define the colour.\nThe original texture of the cube has colour #41FF6A. Cube texture with new UV has #40FE69.\nI tried to bake at the same object and from one object to another - bug is here too.\n!!! Importantly !!! The bug is here if the original texture does not save to a file (jpg, tif, etc). if I save the original texture to file before baking the bug is not here.\n\n1. Add two cube.\n2. Cubes have to have different UV.\n3. Set colour #41FF6A as image texture at first cube (does not save texture in a file).\n4. Set Bake Type to Diffuse and uncheck Direct and Indirect in Bake.\n5. Bake.\n6. Take colour picker (I use ColorMania) and compare colours both cubes (the second cube will be #40FE69).\n",
"Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n",
"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",
"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)",
"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.",
"Baking API: remove non-working baking to external image, also cleanup misleading error messages\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\n\nWhen baking for example an AO map, on a mesh, with no materials. You'll get an error stating you can bake to an external file [which was never implemented fully]\nSo that means the API would need to be cleaned up [non-working external save_mode removed, warning-/error messages adjusted]\n\nLoad new file,\ngo to bake tab\nselect ambient occlusion\nHit bake.\nNotice error, It suggests to save to an external file. But there is no option to select an external file.\n\n",
"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",
"Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)",
"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",
"not possible to make multiple fabrics with different properties collide\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.0\nWorked: n\n\n1. By default, it is not possible to make multiple fabrics collide\n2. Use \"jion\" to combine multiple fabrics to generate collision, but it will lose different cloth properties at per object.\n3. Adding collision modifier while using fabric modifier will lead to very unexpected results.\n\nI have created a simple example to reproduce this problem.\n\n - > open the file\n [test_some_cloth.blend](test_some_cloth.blend)\n- > paly animation.\n\n",
"Using another Mesh for Texture Indices (Texture Space / Generated Texture Coordinates)\nOperating system: Windows 10\nGraphics card: Geforce GTX1060\n\nBroken: 2.80.74 and 2.91.0 Beta\nWorked: Blender 2.79b Date: 2018-03-22 14:10 Hash: `f4dc9f9d68b`\n\n\nThe option \"Texture Mesh\" in the \"Texture Space Panel\" of the \"Object Data Properties Tab\" has no effect if the mesh does not have a deform type modifier.\n\n|\n| -- |\n|File is [here ](GeneratedTextureCoordinates4.blend?dl=0).\n\n\n- Open attached file - (Note that the geometry of one mesh affects the texture coordinates of the other)\n- Go to the modifiers tab and disable or delete the modifier\nTexture Mesh has no effect.\n[texspace_texture_mesh_bug.blend](texspace_texture_mesh_bug.blend)"
] | [
"Baking Selected to Active is broken in 2.90 \nOperating system: Linux-4.15.0-101-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nBaking two(or more?) objects to the active doesn't produce correct results in Blender 2.90.\n\nThe attached test scenes, each consisting of 2 objects and a plane, properly bake to this result in 2.83:\n\n\nIn 2.90 however, it bakes to either this \n\nor this\n\n\nI'm not even sure what the difference between the two blends is. One is the orignal blend where the issue was discovered, the other is the 3 objects copied to my startup file.\n\n[bake_active_to_selected.zip](bake_active_to_selected.zip)\n\n* extract the zip file and open either `bake_selected_to_active.blend` or `bake_selected_to_active2.blend` in Blender 2.83 and bake\n* repeat for Blender 2.90\n\n",
"Can't bake texture with multiple objects.\nEdit by @Alaska \n\nBisecting shows d9773edaa3 as the cause for the issue.\n\n---\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.82a\n\nCan't bake texture with multiple objects. I selected multiple objects to bake, but only one object had been baked to the texture.\n\nJust follow a common texture baking workflow.\n\n\n[multi_obj_baking_bug.blend](multi_obj_baking_bug.blend)\n\n"
] |
T93153
Operating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29
Broken: version: 3.0.0 Beta
[When dimensions are applied, blender miscalculates conversion of inches to feet and changes the input dimensions at application]
| [
"How to handle difference in sinf/cosf for M1\nAs discovered in 104513 , it appears that the single-precision floating point trig functions are producing slightly different results on apple silicon CPUs (M1, M2) compared with x86_64 CPUs, for certain inputs.\ne.g.\n```\n sinf(0.8960554599761962890625) = 0.780868828296661376953125 <- output on x86_64\n sinf(0.8960554599761962890625) = 0.78086888790130615234375 <- output on Apple M1 and M2\n```\n\nThis is a design task to help understand this problem, track solutions and mitigations.\n\nSee for example, 0eba9e41bff97659bdb5e51ba814d3e5dd150b43\n\n",
"blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value",
"Perstistant data causes point cloud objects to move\nOperating system: WIndows 10\nGraphics card: RTX 3070Ti\n\nBroken: Latest 3.4 Alpha of time of writing\nWorked: Tested back to 3.0 where the domain size node doesn't exist.\nCorrect location, no persistent data: \nRandom location, using persistent data \nA combination of animating the point cloud count and Persistent data causes the point cloud to move from its set location. \nBased on the default startup or an attached .blend file (as simple as possible).\nRender with and without persistant data.\n[Bug_test.blend](Bug_test.blend)",
"Geometry Nodes: Weird RayCast Accuracy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\n\n\nThe black dots inaccuracy only appears on the point domain. On the face domain everything is expected.\n\n",
"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)",
"Dyntopo detail size drawing with Shift + D seems broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: At least a few alpha versions ago\n\nDyntopo size control with Shift + D seems broken.\nThe first time I tried, the gizmo simply froze and the Resolution value didn't change after mouse movement.\nAfter installing the latest GeForce Studio Driver — version 457.30 — I tried again. The gizmo casts infinite lines, but I noticed that the Resolution value does change after mouse movement.\n\n1. Enter Sculpt Mode.\n2. Activate Dyntopo.\n3. Switch to Constant Detail mode.\n4. Press Shift + D.",
"Imported SVG dimensions are incorrect after scaling and undo\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: 2.93.1\nWorked: 2.80 also has this issue, the older versions are not working on my computer.\n\nImported SVG dimensions are incorrect after scaling and undo. After toggling edit mode this issue can't be reproduced anymore.\n\nSeems to be caused by `BKE_nurb_minmax` because `use_radius` is true\n\n\n\n- Import svg file (as curve, not GP)\n- Open side panel > Item tab, note initial dimensions\n- Scale imported object\n- Undo scale\nDimensions are incorrect.",
"Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n\n\n\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n",
"Face overlay still not resolve.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.4.1\n\nDepth offset in Metal overlay is much larger than seen in OpenGL\n| OpenGL | Metal |\n|---|---|\n|  |  |\n\n\n- Open attached .blend file\n\n",
"Enable Python library optimizations for macOS\nTo match the same change in Linux: f222fe6a3a0750d1dfdb74f8db817c8f9f5b7236\n\n",
"Width text without \" . . . \" each text.\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nWidth (unknow what is call name)\n\nPlease fix width everything I told them before. I was send them long time ago, They never did.\n\n\n\n",
"Nodes: Different mouse drag effect for float properties\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.5.0 Alpha\n\nDrag step inconsistent of float data type that between of geometry nodes in modifier and editor.\nAnd float of vector also.\nThis caused the mouse to drag far to reach the maximum value when going from 0-100.\n\n\n[drag_step.blend](drag_step.blend)\n\n",
"Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n",
"Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n"
] | [
"Values don't apply\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\n[Values change when applying scale to object]\n\n[Add cylinder, adjust scale on 2+ axis then ctrl A\n[{[F11818441](Construction_log.blend)}]\n\n"
] |
Blender crashes when editing hair particles emited from vertices with vertex group
Ubuntu 17.04
2.79 (ppa)
**Steps to reproduce**
Add particle system, switch to hair, set density vertex group to Spines, enable advanced and select emit from vertices.
Sliding the particle count will crash blender. Same for the segment slider.
[Cactus.blend](Cactus.blend)
[Cactus.crash.txt](Cactus.crash.txt)
| [
"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.",
"Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n\n\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"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)",
"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",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"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)",
"Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n\n\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n",
"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\n\nmesh this is happening on \n[bugged hair.blend](bugged_hair.blend)",
"Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)",
"Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n",
"Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)",
"Hair particles: 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",
"Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n",
"Blender 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"
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"Blender closing when setting up particle system\nWindows 7 SP1 64 Bit \nNvidia Quadro 600\n\nBroken: blender-2.79-rc2-windows64\nWorked: (optional)\n\nBlender closes (shuts down) when setting up particle system.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nError occurs with default startup .blend file as attached.\nSteps as follows: \n1. Open Blender. \n2. Add new particle system to default cube.\n3. Set emit from verts.\n4. Slide Toggle emission number to any value.\n5. Blender closes.",
"Duplicating this object crashes blender\niMac 27 ( late 2012 )\nIntel Core i7 3.4 GHz\n32 go 1600 Mhz DDR3\nNVIDIA GeForce GTX 680MX 2048 Mo\nmacOS 10.12.5\n\nBroken: in 2.79 RC2 for mac 10.6\nWorked: in 2.78c\n\nDuplicate this cylinder object , makes blender crashes ( after some test, not always, but 95% chance ).\nThis object with particle system attached on it, has been append from another scene make with previous blender versions.\nIn the previous scene it was parented to curve. This cylinder duplicate itself along this curve with origin reseted.\n\n\nFor now, open this files. Cylinder is already selected. Shift + D. Craches most of time.\n\n[bug_duplicate.blend](bug_duplicate.blend)",
"Particle crash\nWindows 10 x64, GTX 970\n\nBroken: (2.79 RC2 and RC1)\nWorked: (2.78c)\n\nLooks like it's something random and happening to me in three cases: \n1. when I'm setting emit start with minus\n2. when physics changed\n3. when I'm changing emit source to verts. \nIt happens randomly, sometimes after just one step, sometimes after all three if them in different order.\nI recorded video with hole process: t-d49Ok6Efs\nNo logs seems to appear.\nWorking even on a default scene. Create particle system, change emit time to minus, emit source and/or physics. \nYou can sequence here: t-d49Ok6Efs\n",
"Crash after adjusting lenght of hair particles \nWin 10 64bit, GTX 760 driver - 378.49\n\nBroken: (example: 2.79 66c1b23,)\nWorked: (2.78 public release)\n\nCrash after adjusting length of hair particles \n\n1.create a polygonal object \n2.create particle system type of hair\n3.check advanced particles \n4.switch emit mode to verts\n5. try to change hair length and blender crash \n"
] |
Grease Pencil sculpt mode is not active
Operating system: Linux-4.19.114-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits
Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82
Broken: version: 2.83 (sub 13)
Worked: 2.82a
Grease Pencil sculpt mode is not working. It doesn't even show the circle that we use for sculpting. I've been testing 2.83 Alpha version for the last two weeks and sculpt mode never worked.
- Launch Blender
- New 2D Animation file
- Select Draw mode
- Draw
- Select Sculpt Mode = No function.

Thanks! | [
"Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\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\n\n \n\n Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\n\n\n\n\n - Change the brush radius unit in sculpt mode to use scene units\n\n\n - Then try changing it using the F key. At the top left corner it still displays pixel units.\n\n\n\n\n\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.",
"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.\n\n\n",
"Object Data Properties, Normals, Auto Smooth Angle not working in Sculpt\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nNormals, Auto Smooth Angle not working in Sculpt, is this an bug or why is this not working?\n[2023.01.14-21.18.36.mp4](2023.01.14-21.18.36.mp4)\n\n1. On default cube set Shade Smooth.\n2. Object Data Properties -> Normals -> ON.\n3. Go to sculpt mode\n\n",
"Grease Pencil Draw Tool Settings displayed in the wrong context\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52, hash: a0f3...\nbuild date: 2019-07-06, 01:03:01\n\n\n\n**To reproduce:**\n\n - Create a Grease Pencil Object\n - Enter Draw Mode\n - Display tool settings, either in the header or the properties window\n - In the toolbar, click on the Erase or Fill tool\n - Now click on one of the Add tools (Line, Arc, Curve, etc.)\n - Look at your tool settings\n\nNote that when you switch from the Erase or Fill tool to an Add tool, the settings do not change to the correct ones! Instead, the settings or the Erase or Fill tools remain. You have to select the draw tool before selecting an add tool in order to refresh the settings. \n\nThis bug appears for the tool settings in both the properties window and the header.",
"Canvas picker doesn't get immediate update with change of active canvas\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: n/a\n\nCanvas picker was introduced with 3b5df8a7ea\n\nCanvas picker doesn't get immediate update with change of active canvas. It only gets updated after other action after that.\n\nex: weight paint\n\n\n\nIn case of sculpt paint mode it's dimmed until the first stroke of paint and other update action (hover on canvas picker in this case) after that.\n\n\n\n",
"Grease pencil scale issue\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n\nGrease pencil seems to deteriorate as the scale of a camera increases\n\nIn the attached file I created a door object with a central thinner panel. I then created an orthographic camera at ortho scale 1 in plan view and set the near clipping plan to about the middle of the door in the Z axis. I added a Grease pencil scene Lineart object an placed it in it's own collection to aid turning it on and off and set the style thickness to 1 in the modifier tab. The resulting lineart works fine. I then duplicated the camera and changed its orthographic scale to 2 which also works fine. I repeated this at orthographic scale 3 and again at 4 where the resulting lineart starts to break down. at orthographic scale 20 the issue is very apparent. If I am working on a large scale scene I obviously need to have my orthographic scale high. Please advise if there is a way of increasing the orthographic scale without losing the line art quality.\nThanks\n[Greasepencil_scale_bug01.blend](Greasepencil_scale_bug01.blend)\n\n\n\n\n",
"Edit Dyntopo Detail Size operator is not working with all methods.\nOperating system: Ubuntu 18.04\nGraphics card:\n\nBroken: master #e7dc3c91ad82\nWorked: 2.90\n\nEdit Dyntopo Detail Size operator was recently replaced to have a better gizmo.\nThat only works with Constant Detailing method.\n\nShift D is doing nothing when Relative or Brush detailing method are used.\nThat is a regression. It is pertinent to change the size for those methods, too.\n\nProbably, gizmo should work differently for a Brush Method. But, at least, shortcut should allow to change Detail Size like in 2.90. \n\n\n\nIssue in Master :\nEnter into Sculpt Mode.\nEnable Dyntopo mode.\nPress Shift D. Nothing happens.\nChange Detail Method from Relative to Constant. \nPress Shift D. New Gizmo is available.\nChange Detail Method from Constant to Brush.\nPress Shift D. Nothing happens. \n\nRepeat same steps In 2.90 :\nCircle gizmo is adapted to used method.\nRelative method is relative to screen. So, circle does not go above a certain limit.\nConstant/Manual method is relative to World Space. Size of Circle is not limited.\nBrush Method is relative brush size. Gizmo is showing a percentage.\n",
"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",
"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",
"Annotation tool in Image Editor does not switched off when mode is changed\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar.",
"Grease Pencil vertex paint select is using sculpt mode selection mode\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nWhen selecting with mouse clicks the selection mode in the header determines which component is selected.\nIn Grease Pencil sculpt mode this behaves as expected. If it's set to \"points\", selecting will select points. If it's set to \"stroke\" it will select entire strokes.\n\nWhen switching to vertex paint mode this is not the case. Instead it will select components based on the selection mode that is set in sculpt mode.\n\nThe ideal behavior imo would be to have all grease pencil modes share the active selection mode.\nThis makes it easier to manage and simpler to use.\n\n- Change the keymap preferences to right click select (Selection shortcuts in left click select are partially broken atm)\n- Add a Gpencil Monkey\n- Switch to Sculpt Mode\n- Enable point selection mode\n- Select some points with `RMB` and `Shift RMB`\n- Switch to Vertex Paint mode\n- Make sure to use stroke selection mode\n- Select some strokes with `RMB` and `Shift RMB` (Notice how it will instead select points)\n\n",
"3D Viewport clipping support\nThis task is to keep track of which features support view-port clipping (Alt-B). [See docs ](hide_mask.html#the-clipping-border)\n\nEdit Modes:\n\n- - [x] edit armature.\n- - [x] edit curve/surface. 3e6ebdd2a6\n- - [x] edit grease pencil.\n- - [x] edit lattice. 04d18b117c\n- - [x] edit metaballs. e8292466bc\n- - [x] edit particle.\n- - [x] edit mesh.\n\nPaint Modes:\n\n- - [x] texture paint 42cd07c28c\n- - [x] sculpt mode.\n- - [x] vertex paint.\n- - [x] vertex paint.\n\nObject Data:\n- - [x] armatures.\n - - [x] bone vertices. 6fd0d810b4\n - - [x] bone axis. 37af7ce779\n - - [x] octahedral bones. 7325035e60\n - - [x] stick bones. 813800f143\n - - [x] wire bones. 813800f143\n - - [x] box bones. 7325035e60\n - - [x] envelope bones. c55fb58e8a\n - - [x] relationship lines. 6aebb5a4d5\n\n- - [x] wireframes/points 04d18b117c\n- - [x] cameras 6d8394d38b\n- - [x] empties 77b66a9666\n- - [x] lights 851d58b34f\n- - [x] light probes 671827549a\n- - [x] speakers 9bc43223c1\n- - [ ] grease pencil\n\nShading:\n\n- - [x] workbench - objects.\n- - [ ] workbench - smoke. *(clipping was supported in pre 2.76b versions)*.\n- - [ ] lookdev *(think this would be nice to support)*.\n- *eevee/cycles support is not planned.*\n\n----\n\nOther todo's\n\n\n- - [x] draw clipped background color (to see the clipped region). 48eed058b1\n- - [x] draw clipped background color (non-wire X-Ray mode still needs to be supported).\n- - [x] Object selection. 11428e0b7f\n- - [x] Object center dots. 9bc43223c1\n- - [x] Bone selection.\n",
"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.",
"The object is not zoomed in Sculpt Mode when you click on Frame Selected\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.4944\n\nBroken: version: 2.91.0\n\nI don't know if it's a bug or if it should be. In Object Mode, when you click on Frame Selected, the object is centered and zoomed to the full screen, but in Sculpt Mode, the object is only centered on the screen, but not zoomed.\n\n[Frame_Selected.mp4](Frame_Selected.mp4)"
] | [
"Grease Pencil - A corrupt Sculpt > Push brush is created when undoing a mode change\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.90.0 Alpha\n\nA corrupt Push brush is created when I undo a Draw -> Sculpt mode change.\n\n* File > New > 2D animation\n* Change from draw to sculpt mode\n\n* Edit > Undo (the mode changes back to draw mode)\n* Change again to sculpt mode as before\n* A new corrupt Push brush has appeared called F Push (instead of F Push Stroke), and is selected. It has no thumbnail. It is missing the usual UI elements of the Push brush, like strength. See screenshot.\n \n\n"
] |
Measure tool crashed Blender
Operating system: Windows 10 64x
Graphics card: GTX 1070
Broken: 2.8 d415b5c7b85
Just clicked the tool then trying to click on a vertex and blender closes.
[Casa.blend](Casa.blend) | [
"Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)",
"Blender 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",
"Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)",
"Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n",
"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 after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"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",
"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 \n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\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",
"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 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",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"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",
"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"
] | [
"the ruler wil crash bender if show overlays is set to false\nOperating system: Linux Mint 18.3 64 bit i7-7700K CPU\nGraphics card: GTX 1080 Ti\n\nBroken:\nBlender 2.80 (sub 37), Commit date: 2018-12-11 19:46, Hash 73b19bf\nWorked: (optional)\n\nif you use the ruler to measure an object with overlay.show_overlays = False blender wil crash.\n\nOpen blender set overlay.show_overlays to False and use the ruler"
] |
Mantaflow domain cell size indicator is drawn incorrectly after domain resize
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92
Broken: version: 2.90.0 Alpha
The little cell size indicator in the mantaflow domain object does not accurately reflect the actual cell size when the domain shape is changed. If you change the shape in the edit mode, it doesn't update size or shape. If you scale and then apply the scale, then the longer the side, the smaller the diminsion of the box. So a very long domain axis will have a very narrow box along that axis.
create a mantaflow domain, change its size.

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"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"VSE Regression: Changing dimensions are cropping instead of scaling\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\n\nImport a video and change ex. resolution. \nThe video will be cropped instead of scaled. It used to do that, so it's a regression.\n\nThis basically means that if you import you footage and edit it, and then realize the the project resolution is wrong or if you need to render in a different resolution, you''re in trouble. \n\n{[F9869337](dimentions.gif),size=full}\n\n",
"Transform pivot gizmo not scaled properly when drawn\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\n\nThe transform pivot gizmo doesn't use the settings for gizmo size, and can become minuscule.\n\n- Create a cube.\n- Enter \"edit\" mode.\n- Select all & scale 20x\n- Zoom out so the cube fits the screen.\n- Go to \"object\" mode.\n- Press Ctrl + \".\" (period) to switch context and show the transform pivot axes.\nSince the object matrix is still diag(1,1,1), the pivot gizmo will not be scaled up, and will be drawn too small.\n\n{[F10172633](Move_vs_transform_pivot_gizmos.png), size=full}\n\nDetails:\nBefore the \"transform pivot\" is drawn, it is only transformed using the object matrix.\n\noverlay_extra.c:\n```\nDRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);\n\n```\nThis means that for a mesh that is big in \"object local coordinates\", but the object matrix is\nstill ortho-normal, the gizmo will not be up-scaled to a proper size in \"screen space\".\n\nIn other places in the code, preferences -> Viewport -> Display -> Gizmo Size is used.\n\nFor example in transform_gizmo_3d.c:\n```\nvoid drawDial3d(const TransInfo *t)\n ...\n float scale = UI_DPI_FAC * U.gizmo_size;\n \n```\nSeems like a good idea to let the transform pivot axes be controlled by the U.gizmo_size as well\nto make their sizes constant in screen space.\n\n(PS This is not just me. I've been encouraged by other artists in my community to report this.)\n",
"(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode",
"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)",
"Wrong initial size in the operator panel if Cylinder object is added through left side tool panel gizmo.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.1.2\n\nI was told to post a bug report in the comments of my question so without further consideration I have done so.\n\nWhen creating a cylinder from the tool menu on the left-hand side of the screen, the dimensions present in the window do not match what was created and manually inputting new dimensions will not result in the correct size, instead seeming to multiply by the existing shape's dimensions.\n\nadd-mesh-cylinder-radius-confusion\n\n\n1. Click create cylinder on left-hand tool menu\n2. Click and drag to create cylinder of any size and depth\n3. The \"Add Cylinder\" panel will always show a radius of 1m and the depth of 2m, and adjusting the values will scale the geometry accordingly as if the gizmo-created cylinder size is the 1m/2m base size.\n\n",
"Regression: Guiding in manta is broken\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0\nWorked: It was working in 3.2.1\n\nIt looks like this was caused by 05952aa94d33eeb504fa63618ba35c2bcc8bd19b\n(there is a bit of uncertainty to this though since with that commit, I dont get mentioned error in the console, bake is broken nonetheless with that commit)\n\nIf you us a smoke domain to guid a liquid you get no result because there is an error in the console that shows that two variables are undefined.\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 250, in bake_guiding_166\n File \"<string>\", line 235, in bake_guiding_process_166\nNameError: name 'x_guidevel_s166' is not defined\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_166\n File \"<string>\", line 164, in bake_fluid_process_data_166\n File \"<string>\", line 80, in liquid_adaptive_step_166\n File \"<string>\", line 334, in fluid_pre_step_166\nNameError: name 'weightGuide_s166' is not defined\n```\n\n1. Open the file.\n2. Configure the cache folders in both domains.\n3. Bake the smoke domain.\n4. Bake the liquid domain (you will see the error in the console and no liquid in the scene).",
"Mesh box stl sizing issue when exporting\nOperating system: Windows 11\nGraphics card: Intel UHD Graphics 630\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen): 2.9.1 and 3.5.1\nWorked: (newest version of Blender that worked as expected). Unknown\n\nI started a brand new design/project from design. Nothing imported at all and this was a simple design, nothing hard. I've have done others, but those involved mesh cylinder's. For this, i was starting with a mesh cube. I've started from scratch at least 10 times. Before starting I have units set to Metric with measurements set to millimeters. For this issue, if I click on Add -> Mesh -> Cube. Then size it to what I need, in this case between 170-200mm ( aprox 7 inches). Once I size it, I export to an stl file and import into superslicer the cube shows up as a spec of dirt that you can't even see. Even if I import it using imperial units, it's slightly bigger, but only around 2 or 3mm in length.\nWhat is odd is, I do NOT have this problem if I'm dealing with a mesh cone or a Mesh cylinder. I have found a partial work around. When I start a new design from scratch, and my first object is a cylinder, i size that, then add a mesh cube... the sizing works perfectly. Now, once I do that though, if I add a second cube, then it's 100% totally messed up. Size is totally off and not even close. I do not have this behavior with cone or cylinder.\nI also get the same result if I take the original cube that is correctly sized, and I do a Shift+D to create a duplicate cube. \n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou can start with the existing Cube when it starts up, or you can choose File -> New -> General\nsize the cube so it's... 200mm x 200mm or anything like that. Then choose File -> Export - > Stl\nNow, for this project i'm printing on a Rat Rig printer so I'm using Superslicer for that. This is when it shows up like a spec of dust.\nNow, the work around, if you start new, delete the initial existing cube, then click on File -> Add -> Mesh -> Cylinder so that is the first and ONLY object on the screen. Size the cylinder to 300mm\nNow, if you click on File -> Add -> Mesh -> Cube and size that for example 200mmx200mm\nthen export as Stl, and import into SuperSlicer... it shows up EXACTLY the correct size you specify in Blender.\nSo far that is the only work around, but again, i haven't found a way to add a second cube and not mess up the sizing.\nThanks\n\nJim\n\n",
"Circle Select Tool improvements\n## Issue\n\nThe current problem with the Circle Select Tool is that it is very inconvenient to change the brush size. In the modal operator equivalent (Shortcut C) it's just about pressing + and - or using the scrollwheel but this is not an option for the Tool. Generally there are no shortcuts for Tools before they are initiated. If the settings need to be changed then this needs to happen in the Tool Settings in the header or sidebar.\nBut changing the radius via that slider in the settings is awkward and appears visually glitchy since it's intersecting with the UI itself.\n\n\n\n## Proposals\n\nSo how can this be fixed. Ideally the solution should be as straight forward as possible without reshuffling the keymap. But it is very important that this is a general solution that can also be used for other brush-like Tools in the future (like proposed retopology tools that also rely on a brush radius)\n\n**1. More integrated modal shortcuts**\n\nOnce a Tool is initiated (usually by click & dragging) it uses the modal operator. This means that when using the Circle Select Tool and click & dragging, the radius can be changed with the mouse wheel & the + and - keys. \nThe current issue with this is that the Gizmo drawing is conflicting with the Tool Radius and that any changes to the radius are not updated in the tool settings.\nKeeping these 2 more in sync would be one solution or at least a great added feature.\n\n\n\nIt should be updated to the way the annotate eraser tool works but with more accessible shortcuts for radius changes if the mouse wheel is not an option (pen users)\n\n**2. Include Brush Tools in more modes**\n\nAnother solution is to redesign the Circle Select Tool (and any tools, present or future, that work similarly) as a brush like in sculpt mode or the painting modes.\nThis means that when the Tool is active it does have a set of shortcuts that can change the tool settings before the tool is initiated.\n\n**Conflicts**\n\nAlmost all are already taken like the typical F for brush size changes. It's not clear what shortcut can be used. \nAlso any shortcut that would be available must then be exclusively used for those brush tools to avoid any conflicts. \n\n**Solutions**\n\n1. Find or make an available shortcut for brush tools radius. But this shortcut then needs to be left exclusive of those tools.\n2. Override needed shortcuts when brush tool is used (In this case F for the radius). This does introduce difficulties and extra tool switching in edit mode though. \n3. Reuse the shortcut C that is used for the Circle Select Tool to change the radius once the tool is active. This will be awkward and incompatible with future tools that will work similar though.\n\n## Open Topics\n\n- Can it be achieved to use both solutions to improve brush like tools?\n- Are there possibly other ways of solving the conflicts in proposal 2?\n- For proposal 1, what shortcuts could be better for adjusting the brush size? + & - are on the numpad and the brackets are too far to the right and on for example German keyboard layouts not very accessible.",
"Measurements don't refresh when changing Scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.3.0 Alpha\nWorked: Never\n\nWhen doing measurements with the Measure tool and changing to another scene, this measurements are preserved when they shouldn't.\nThey refresh correctly when changing tool to another (ex. Cursor) and then going back to Measure.\n\n- Draw a measurement with Measure tool\n- Create a new, empty scene\n- Notice the measurement is still there\n- Change the tool to Cursor and then back to Measure. Not there anymore.\n\nYou can also make a measurement, change Scene without refreshing and edit this measurement. That will create a new measurement in the Scene that that happened.\n\nA more destructive behavior happens when there are already measurements in the Scene you're going. If you delete a measurement without refreshing, all the previous measurements in the Scene are also deleted.\n",
"Blender Mantaflow gas fire and smoke simulation - Adaptive Domain moves problem!\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nTHE SAME BEHAVIOUR FOR Blender versions 3.3.1 and 3.4.1.\n\n\nIf Noise is ON then:\nsometimes Adaptive Domain position jumps between two consecutive frames and smoke jumps too.\n\nAdaptive Domain jumps problem\n(even if Domain is static - must be much larger)\n\nsometimes Adaptive Domain position jumps between two consecutive frames and smoke jumps too which is noticeable for the viewer and not acceptable.\n\nSee \"Adaptive Domain jump - Noise ON OFF.png\"… the camp fire simulation according to the book \"Learn Blender Simulations the Right Way\".\n\nIf Noise OFF, OK! Seems Noise OFF is solution to these problems but then smoke does not look good. Or Adaptive Domain OFF but then render time is soaring.\n\nBlend files without simulation data (too big) in \"AD boundary jumps\" directory shows the problem, in my simulation data most remarkable jump was between frames 353 and 354.\n\nuploaded files \"AD moves problems.7z\"\n\n\n- Open file QuickSmoke4.blend\n- Bake data + noise\n- Check next frame (353 -> 354)\n\nDomain will move.\n",
"Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n",
"Particle System Orientation Axis set incorrectly after file load\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken:\n2.82 Beta, 507a331f0182, blender2.8, 2020-01-27\n\nAfter undoing any change, every particle system in the scene resets its orientation axis. To fix this, you have to manually change the orientation axis to something else and back again. There may be other situations where the particle orientation gets reset, but this one is easily reproducible.\n\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Shift-A and add a cube (or any change at all to the scene)\n4. Ctrl-Z\nThe particles are not longer aligned on the global z-axis. \n\nAlternatively, it also breaks if you:\n1. Open the attached file\n2. Set the ParticleSettings>Rotation>Orientation Axis to Global Z\n3. Save the file\n4. Close and reopen the file\n\n[ParticleBug.blend](ParticleBug.blend)\n",
"Mantaflow simulation stops and crashes at the end of the bake (or when closing blender): The CG solver diverged, residual norm > 1e30, stopping.\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nCrash baking fluid simulation.\n\n\nOpen the file and bake all its frames (or only frame 181 to 183).\n\n[beach.blend](beach.blend)\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_5\n File \"<string>\", line 164, in bake_fluid_process_data_5\n File \"<string>\", line 136, in liquid_adaptive_step_5\n File \"<string>\", line 221, in liquid_step_5\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\n(...)\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAborted (core dumped)\n```\n\nComplete output: [P2568](P2568.txt)",
"Current frame indicator has misaligned and inconsistent pixel positioning\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060 TI\n\nBroken: 3.1.2\nWorked: Probably never\n\nThe current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.\n\n[framewiggle.mp4](framewiggle.mp4)\n\nThere is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.\n\n\n\n1. Make a bunch of keyframes on an action.\n2. Position the current frame at a frame that has keyframes.\n3. Pan the 2D viewport of the action editor."
] | [
"flow simulation element viewport size indicator strange after applying resize\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\nWorked: not known\n\nElement size preview in viewport behaves unexpected.\n\n1) Open Blender\n2) Apply Quick Smoke to cube\n3) scale up Smoke Domain by 20 in x and y direction while keep z scale unchanged (S+Shift Z+20). Notice that preview of element size in corner of Smoke Domain gets resized and becomes more flat. Maybe that is bug because I would have expected that fluid elements are always cubic. But maybe that is intended?\n4) Apply All transforms to Smoke Domain\n5) I would now expect that viewport showed a resized preview of element size for Smoke Domain that was cubic. Instead size preview completely disappears from Smoke Domain. Instead a preview element is shown in the Cube. See . \n\nWhy does a flow object, that is not a domain object, need a element size preview? I think this is a bug.\nAlso, why doesn't the Smoke Domain get a updated cubic element preview when the Smoke Domain object changes size? I think this is also a bug.\n\n\n\n"
] |
Freeze and crash when using optix
Operating system: Windows 10 Family
Graphics card: nVidia GTX 1080
Broken: 2.93
Worked: 2.92
Activating Optix on Cycles doesn't work anymore, it stay stucked with message "Loading render kernels (may take a few minute the first time)" and when i want to deactivate Optix or anything else, Blender freezes definitely then crashes, i have to close it manually. I have this problem since i installed the new 2.93 version.
On Render properties - Cycles mode - Denoising - Viewport, activate it. Then the space should stay empty with just objects outline visible and the message "Loading render kernels (may take a few minute the first time)", and nothing more. Deactivate Optix, change the viewport to solid mode, some actions like this and the software should freeze and crash
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"Blender 3.3 crashing unnecessarily/ unexpectedly/ frequently/ no apparent reason until now\nOperating system: Windows 10 Pro\nGraphics card: Intel i3\n\nBlender 3.3\n\n\n\nWhenever I open blender with some projects...whenever I enter material preview mode or try to render (sometimes even in solid mode...still slow) Whenever I try to apply a material and the crashes even when the project is simple and not finished or being rendered....it was working just fine and started to act weirdly during the last couple of days...I even tried, manually, to allocate more RAM to the program but that just crashed the whole thing. \n\n\nExact steps for others to reproduce the error:\n\nopen the blender file I attached as an example (The project that blender doesn't tolerate) try to apply a texture or render \n\nNOTE: I'm looking for a software solution...I don't think reproducing the error on a RTX 3090 is fair...so...we'll probably look for software solution or tweak the settings.\n\n",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"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",
"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)",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"MetalRT: Rendering being unresponsive with AO node\nOperating system: Ventura 13.4.1\nGraphics card: Apple M1 Max 32 Core\n\nBroken: Blender 3.6 LTS\nWorked: Blender 3.5.1\n\nAfter downloading the newest Version of Blender it seems that using the Ambient Occlusion Node need leads to Blender being unresponsive. Sample count stays on 0 and neither Viewport nor F12 Render is starting as expected. Trying to quit, Blender crashes completely.\n\n- Add new material\n- Add Ambient Occlusion Node\n- Select cycles and GPU\n- Enable MetalRT\n- Start Viewport Rendering.\n\n",
"Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n",
"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",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n",
"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",
"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",
"Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n",
"dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing \n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor"
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"Viewport denoising broken after NVIDIA driver update\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 2.93.0\n\nWhen starting Cycles with viewport denoising enabled and set to automatic Blender hangs and stops responding. Also happened in 2.92 when I tested. Before the driver update viewport denoising worked fine.\n\nActivate viewport rendering in Cycles with denoising set to automatic.\n\n"
] |
Crash in icon_preview_startjob_all_sizes()
Operating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100
Broken: version: 2.92.0 Alpha
Worked: Probably before e3068f38c8c8df8cf, or at least a couple days ago.
I crashed when running Menu Search. Disabling the Blender Cloud addon stopped this. Enabling the Blender Cloud addon causes the same crash:
 | [
"USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n",
"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)",
"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",
"Geometry Nodes: simulation crashes when \"Cache\" option is disabled\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.06 30.0.14064.6002\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nDisabled \"Cache\" option causes a crash when jumping back to start frame.\n\nAdd a simulation zone, output the geometry result.\n\nGo to the Physics tab and disable the __Cache__ option in the Simulation Nodes\n\nSimulation a few frames, then jump back to the start frame.\n\n",
"Hard crash while resizing packed multichannel EXR\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nWorked: unknown\n\nTrying to resize this particular image crashes blender instantly. There's 2 unusual things about the image, not sure if they're relevant\n\n\n - it's a packed multichannel EXR\n - it has some very large values (it's an SDF, so some values are like 9999) \n\n\n\n # Load the file\n[image_resize_crash_004.blend](image_resize_crash_004.blend)\n - Resize the image\n - Crash!\n```\n\n```\nSee video:\n\n[Blender image resize crash 2022-12-08 15-41-15.mp4](Blender_image_resize_crash_2022-12-08_15-41-15.mp4)\n\n\n",
"Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)",
"Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n",
"Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n",
"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```",
"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",
"Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)",
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"Blender 2.91 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 using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe \n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n"
] | [
"A Couple Crashing bugs found within latest build\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: 2.92.0 Alpha\n\nSo I was about to go test out the new asset library, but instead I ended up finding a couple of bugs\n\n1. Hitting f3 to open up the search bar crashes Blender, seems to work with any file, happened to me on the default startup file.\n2. Opening the \"Add\" Button on the 3D Viewport crashes blender, also happened on the default file. \n\n1. Hit f3\n2. Open the \"add\" Button on the 3D Viewport\n\n",
"Crashes with add-on's icon preview in menus \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R 9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.22\n\nBroken: version: 2.92.0 Alpha\nWorked: version 2.92.0 Alpha, branch: master, commit dates before 13/12/2020\n\nAdd-ons that create new or modify existing menus now crash Blender in the latest commits. This includes stock add-ons (e.g. Extra Objects, Archimesh, Archipack, Boltfactory, etc.) and 3rd party ones (in my case, Graswald. But, I know that 3rd-party tools are for the creator to fix, so this can be ignored).\n\n\n - Launch Blender and enable an add-on that creates new or modifies a menu\n - Call the newly created/modified menu\n - Crash\n\n```\nThread 27 Crashed:\n0 org.blenderfoundation.blender \t0x000000010a84bdbe icon_preview_startjob_all_sizes + 206\n1 org.blenderfoundation.blender \t0x0000000109696677 do_job_thread + 39\n2 libsystem_pthread.dylib \t0x00007fff724572eb _pthread_body + 126\n3 libsystem_pthread.dylib \t0x00007fff7245a249 _pthread_start + 66\n4 libsystem_pthread.dylib \t0x00007fff7245640d thread_start + 13\n```",
"Blender crashes on startup\nOperating system:windows 10\nGraphics card: 2080s\n\nBroken: : blender-2.92.0-010f44b855ca-windows64\nWorked: anything before\n\nOpen Blender\nBlender Crashes on startup\n\nDoesnt crash when i run as administrator, which opens a new blender without any addons\n\nBlender crashes when i copy my addons to administrator appdata folder\n\nIt has to be a conflict with some addons, unfortunately I have couple dozens so i cant check which one\n\nBlender was crashing when I tried to use the asset browser branch\nAfter Asset Browser was merged into the main branch the main branch started to crash too\n\n",
"Unexpected shutdown version 2.92 Alpha\n{[F9511667](blender.crash.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n\nBlender start screen (1 cube, 1 light, 1 camera) When I try to add a new object, blender closes unexpectedly, just by opening the add menu. With the stable version 2.91 there is no problem.\n\nHome screen, I hit shift-a and it closes.Tested with the daily build from blender.org\n\n\n\n",
"Newest version of Blender 2.92 crashes on launch.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.92.0 Alpha\nWorked: (blender-2.92.0-dc4feed59dda-windows64)\n\nI literally can't open this version: [Blender 2.92 Alpha 12-14-2020 5:06 p.m. ](blender-2.92.0-010f44b855ca-windows64.zip)\nRuns command line as usual. Then when the Blender window with my recent documents pops up it immediately crashes.\n\nDownload: [Blender 2.92 Alpha 12-14-2020 5:06 p.m. ](blender-2.92.0-010f44b855ca-windows64.zip)\nRun Blender.\nWon't launch fully.\n\n```\nblender.exe :0x00007FF79D4E1170 icon_preview_startjob_all_sizes\nblender.exe :0x00007FF79C7F72A0 do_job_thread\nblender.exe :0x00007FF7A09DC7B0 _ptw32_threadStart\nucrtbase.dll :0x00007FF9287C1430 configthreadlocale\nKERNEL32.DLL :0x00007FF929677020 BaseThreadInitThunk\nntdll.dll :0x00007FF92ABFD0B0 RtlUserThreadStart\n```"
] |
Squeare and Circle Mask are disabled
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93
Broken: version: 3.3.1
[Squeare and Circle Mask are disabled in Image Editor]
[Render an image with f12 - in the image editor Change the View menu to Mask - then create a new mask - make clic in Add, so you will see this is disabled{[F13669427](error_mask.blend)}
{[F13669432](error_masks_blender.png)}]
| [
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 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: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)",
"Remesh + symmetry model bug? : Blender 3.0.0\nOperating system: Windows 10 Home N\nGraphics card: GTX 1660 ti\n\nBroken: Blender 3.0.0 - Stable December 21, 02:21:47 - f1cca3055776 - zip - 234.03MB x64\n- also 3.0.0 from front page have same bug\n\nafter remesh, symmetry broken symmetry_bug_fix.jpg\n(contains ways i fixing the error currently like merge by distance)\n\n1.Remesh model, 2.symmetrise it (weird line appears) \n\n[blender_3.0_remesh.symmetry_wierd_line.blend](blender_3.0_remesh.symmetry_wierd_line.blend)",
"Sculpt mode. Grab brush do not work with radial symmetry when Topology automask enabled.\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\n2.83.9 broken too\n\nAs title says. For example Clay stripes + topology automasking work well with radial symmetry.\n[2021-02-02_01-20-51.mp4](2021-02-02_01-20-51.mp4)\n\nfile with theese brush settings for tests\n[untitled.blend](untitled.blend)\n",
"Cycles/Compositor: The denoiser returns a black image if not all requirements are fulfilled\nOperating system: Default KVM (Proxmox, Linux)\nGraphics card: None\n\nBroken: Blender 3.0\nWorked: Before Blender 3.0 the frame was just not denoised\n\nIf you enable OIDN/Optix denoising without having the needed CPU flags you will get a black frame back.\nThe desired outcome would be an aborted render with a helpful error.\n\n\n1. Set up a default KVM \n2. Enable denoising \n3. Render over the CLI one Frame\n4. It will be black\n\n**Further information**\nThe config of a default KVM:\n```\nArchitecture: x86_64\nCPU op-mode(s): 32-bit, 64-bit\nByte Order: Little Endian\nAddress sizes: 40 bits physical, 48 bits virtual\nCPU(s): 6\nOn-line CPU(s) list: 0-5\nThread(s) per core: 1\nCore(s) per socket: 6\nSocket(s): 1\nNUMA node(s): 1\nVendor ID: AuthenticAMD\nCPU family: 15\nModel: 6\nModel name: Common KVM processor\nStepping: 1\nCPU MHz: 3399.998\nBogoMIPS: 6799.99\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Not affected\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx lm rep_good nopl cpuid extd_apicid tsc_known_freq pni cx16 x2apic hypervisor cmp_legacy 3dnowprefetch vmmcal\n l\n```\nThe command that I used to render one frame: \n```\n./blender -b --debug --debug-cycles --python-expr 'import _cycles;print(_cycles.with_openimagedenoise);print(_cycles.with_embree);print(_cycles.with_osl)' \"your path to the .blend\" -f 1 \n```\n\n[oidn_disabled.blend](oidn_disabled.blend)\n[oidn_disabled.txt](oidn_disabled.txt)\n\n[oidn_enabled.blend](oidn_enabled.blend)\n[oidn_enabled.txt](oidn_enabled.txt)\n\n[optix_enabled.blend](optix_enabled.blend)\n[optix_enabled.txt](optix_enabled.txt)\n\n\nIf I set up the KVM to use HOST at least OIDN works\nHOST config:\n```\nVirtualization: AMD-V\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl and seccomp\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, IBPB conditional, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm rep_good nopl cpuid extd_apicid tsc_known_freq pni pclmulqdq ssse3 fma cx1\n 6 sse4_1 sse4_2 x2apic movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand hypervisor lahf_lm cmp_legacy svm cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw perfctr_core ssbd ibpb vmmcall fsgsbase tsc_adjust bm\n i1 avx2 smep bmi2 rdseed adx smap clflushopt sha_ni xsaveopt xsavec xgetbv1 xsaves clzero xsaveerptr virt_ssbd arat npt nrip_save arch_capabilities\n```\n**Why it would be nice to have the bug fixed:**\nWe have a renderfarm that consist out of random machines and it is always a problem if random frames are black/not denoised/strange colored/broken/out of order. ",
"Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n",
"Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n",
"Sculpt Mode: Inconsistent cavity auto-masking results\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0 Alpha\n\nWhen using Cavity auto-masking the results can be different each time when executed, even though the mesh has not changed.\nThis can be observed when using the Mesh Filter tool with the Inflate tool setting.\nEnable Cavity auto-masking in the header and repeatedly execute the tool by click & dragging to the right, and undoing the action.\n\n|  |  | \n| -- | -- | -- |\n\nThe second of these images was the most common result for me. \nEach time I executed the tool my mouse cursor started at a different position on the screen, which might, but should not influence the result.\n\n- Add the monkey primitive\n- Subdivide the object 3 times and apply the modifier\n- Enter sculpt mode and make the \"Mesh Filter\" tool active\n- Enable \"Cavity\" auto-masking in the header\n- Click and drag from left to right and undo repeatedly to observe varying results",
"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",
"Bridge Faces missing from menus\nOperating system: Linux-5.3.0-29-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.48.02\n\nBroken: version: 2.83 (sub 4)\n\nThe \"Bride Faces\" operator for edit mode is currently only accessible in the context menu when in face selection mode.\nI would expect it to also appear in the faces menu (Ctrl + F or in the header) since Bridge Edges is also accessible in the edges menu.\n\n\n\n\n\n",
"Pie Menus initiated by tweak events will disable the mouse button used in the tweak event. Works fine for regular menus, operators.\nWindows 10\ngeForce GTXTitan\n\nBroken: blender-2.77.0-git.94e18c5-AMD64\nWorked: (optional)\n\nI've set up some UI shortcuts that use 'tweak' events (or directional gestures) for various pie menus, regular menus, and operators. This work fine for regular menus and operators. After calling a pie, however, the tweak button defined in the input editor (left, right, middle, action) becomes unusable. \n\n1) Open User Prefs, select the add-ons tab, and enable Official Pie menu addon\n2) Select the 'Input' tab in User Prefs, and in the keymap filter (set to name), type the the word 'pie' without quotes\n3) The first filtered pie is 'Frames'. change the hotkey as follows: \nClick the event mapping dropdown (its set to keyboard by default), and change to Tweak. two new options appear next to it: 'Left', and 'Any'.\nChange the type of event, or leave it as 'Left' \nChange 'Any' to a direction.\nSelect a modifier key such as Shift\n\n4) go to the 3d view and execute the new shortcut you set up. The playback options should appear in the pie menu but are not selectable. Hitting the escape key will get out of the pie, but the defined tweak button is not usable.\n\nNOTE: If you use the default right click select, you can still place the cursor, but can't trigger the shortcut again. If left click select is set, then normal tweak events like moving selected objects are also not possible.\n\nNOTE: Toggling Object/Edit mode will make the button usable again.",
"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\n\n\n",
"Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.",
"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\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.",
"Randomization in Mask Brush for Curves Sculpt Mode\nRef #96673 (Masking tools for curves sculpt mode.).\n\nDepends on #96850 (Mask Brush for Curves Sculpt Mode)."
] | [
"Drawing Masks in Image Editor gone?\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\n3.3.0 LTS release shows the same wrong behaviour\nWorked: 2.93.10 LTS\n\nDrawing masks in Image Editor doesn't work any more. See the steps below to try it.\n\n- Open Blender\n- Open an empty image editor and open any image you got available. Or create a new empty one.\n- Switch the Image Editor from \"View\" to \"Mask\"\n- Click on \"New\" to create a new mask\n- CTRL + click anywhere in the image to start drawing a new mask -> nothing happens\n- Press SHIFT + A to add a rectangle or circle mask -> Menu is greyed out, nothing can be added\n\n\nThis in 3.3.0 LTS and 3.4.0 Master. In Blender 2.93.10 everything works as it used to.\n"
] |
Subdivision modifier don't works with my model
Operating system:
Graphics card:
Broken: 2.80
Worked: 2.79.7
Subdivision modifier don't works with my model
Try subdiv this model [no-subdiv.blend](no-subdiv.blend) | [
"Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n",
"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 ",
"Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n",
"GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n",
"Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n\n\nAfter loading to 2.83.8+ versions\n\n\nFile\n[MD.blend](MD.blend)\n",
"Unsubdivide and rebuild subdivisions from multires.\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 531.41\n\nBroken: version: 3.5.1\n\nModel with multires applied doesnt works with unsubdivide option or rebuild subdivisions.\nI´ve applied the modifier, cleaned the data blocks but persist...\nThere is something strange in the mesh because it works with the default cube...\n\n- Open attached .blend file\n- In the Multires modifier, click in Subdivide\n- Apply modifier\n- Add multiresolution modifier again\n- Click in Unsubdivide\n\n> No valid subdivisions found to rebuild a lower level\n\n[UnsubdivideMultires.blend](attachment)\n\n",
"Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n\nBad:\n\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)",
"Smooth shading usabilty\nWhen adding a mesh primitive in Blender, it is by default flat-shaded without subdivision surfaces. This means that after adding a new object with a smooth surface (like a sphere or monkey mesh), the user almost always has to change some settings.\n\nWe could change the default mesh settings to avoid that. However there are two distinct use cases which require different settings.\n\n* Meshes with autosmooth and/or custom normals. This could be either a low poly model for games, or a high poly model imported from CAD software.\n* Subdivision surfaces with creases to define sharp areas of the model. Custom normals are lost in the subdivision process, and autosmooth can't be combined with GPU acceleration.\n\nOnce subdivision surface settings become part of the mesh (#68891 (Subdivision surface settings part of the Mesh)), we could handle these as more distinct cases in the user interface and implementation.\n* If a mesh is a subdivision surface, no autosmooth or custom normals would be available.\n* Subdivision surface mesh primitives could be in a separate submenu of the Add menu, with all faces smooth shaded by default.\n* Mesh primitives could have smooth shaded faces and autosmooth enabled by default when it makes sense.\n\nEnabling autosmooth by default will negatively impact performance, particularly in edit mode. It's not obvious this is something we want to do. Further optimizations in this area are possible, but there will always be a cost.",
"Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n\n",
"Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n\n\n\n\n[untitled.blend](untitled.blend)",
"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).",
"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)",
"Decimate modifier gives different result on every evaluation\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.2, 3.3 latest\nBroken: 3.1.2\nWorked: 3.1.0\nWorked: 2.93.8\n\nCaused by fb2cb0324a\n\nA mesh with decimate modifier gets topology rebuilt on each frame of Cycles render. Notice that a new cones object on the right is not broken.\nThere's something wrong with the left object. I checked every property I could think of.\n[0001-0250.mp4](0001-0250.mp4)\n[decimate_bug.blend](decimate_bug.blend)\n\nOpen the file. Render a sequence.\n\n",
"Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.",
"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"
] | [
"laggy behaviour after subdiv. modifier \nINtel i5\nAMD radeon\nwin 10 \n\nblender \n2.80 beta \nHash:7707bf203c0f\n \nAfter creating a semi-closed mesh wih a subdivision surface , the viewport becomes laggy \n\n\nCreate a cilinder \n- go into edit mode and remove top and bottom faces \n- Ad a subdiv. modifier ( 1 level is enough \n\n- Select top edge ring and scale inwards a couple of times , do not close the mesh \n- subdivision stil behaves smooth \n- Create a face for top , so mesh is closed on top side \n- Now select any edge ring and scale it \n- Viewport behaves laggy \n\nWhen deleting the created face , the viewport becomes responsive again \n\nIt doesn't make any difference if the optimal display in subdiv.settings is enabled or not \n ",
"Sub-surf is very slow on high edge-count vertex poles\nOperating system: Windows 10\nGraphics card: GeForce GTX 1050 TI\n\nBroken: blender-2.80.0-git.7d4d9e9dbd3-windows64\nWorked: blender-2.79b\n\nNOTE: This is similar to bug (#58191), but different, as I'll explain after the steps.\n\nWhen a single subdivision surface modifier with 1 subdivision is placed on an object with a high edge-count vertex, it all but stops working.\n\n\n1. Open default startup and delete everything.\n2. Add a cylinder with 128 vertices and a triangle fan cap (even worse with n-gon).\n3. Add a subdivision surface modifier with 1 subdivision.\n4. Go into edit mode.\n5. Listen to your fan scream.\n\nHow it's different from the aforementioned bug:\n\nThe face count for this cylinder is only 384, as compared to 500 faces of the monkey mesh, but adding the same simple modifier to the monkey has no issue. The primary difference I can see is that the cylinder has vertices with a high edge count.\n\nIf you follow the same steps in Blender 2.79b, the problem does not occur, which leads me to believe there are some wrinkles in the Catmull-Clark implementation for 2.8 that need to be ironed out.\n\nThank you.",
"Low Performance with the Subdivision Modifier\nOperating system: Windows 10\nGraphics card: Asus GTX 1080TI\n\nBroken: blender-2.80-0f5b53ba4dc-win64\n\n\nLow Performance with the Subdivision Modifier\n\n\nWith quality set to 1 the performance increases but is still very bad "
] |
Eevee viewport sampling repeats endlessly in Walk/Fly mode
version: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-13 19:32, hash: 5e626e766459, type: Release
build date: 2019-06-14, 00:10:01
platform: Linux *(I can post the full system info output if it is helpful.)*
[Eevee Sampling Bug.blend](Eevee_Sampling_Bug.blend)
**How to reproduce:**
- Open the file
- Change Display Method to Rendered or LookDev
- Enter Walk or Fly Navigation
- Leave the mouse and Viewport still (nothing should move)
# Watch a noisy area of the scene closely, like the reflective floor
You should notice a "pulsating" effect in the viewport. The effect is easier to see in parts where there is high contrast in the Ambient Occlusion or Screen Space Reflections. If your system specs are extremely high or low, it may require adjusting the viewport sample count to be apparent.
I'm not familiar with how AA sampling works in Eevvee (or if it is even correct to call it AA), but it appears that in normal navigation mode, when the scene is not moving, Eevee stops sampling when it reaches the viewport samples number. This is expected. However, in Walk/Fly navigation mode, the sampling just "loops" endlessly, starting over after it reaches the end, so that the viewport never displays the final result. This looks bad and probably wastes system resources.
| [
"2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ",
"No Vector Displacement On Instances\nWindows 10 x64\n\n2.79.4\n\nVector displacement doesnt work with instances, It mirrors the displacement on the first object, Im sure this is working as intended but there are many cases where you need to displace actual instances as well.\n\nHaving a checkbox somewhere to enable instance displacement would be amazing\n\n\n\n\n\n[instances.blend](instances.blend)\n",
"Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\n",
"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",
"Incorrect viewport display of polygons not in loop order when more than 1 material slot\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.0.0 (also 3.6.0 Alpha)\nWorked: 2.93.16\n\nWhen a mesh has more than 1 material slot and the polygons of the mesh are not in the same order as loops (when the `loop_start` of each polygon in sequence is not strictly increasing), the mesh does not display correctly in the viewport.\n\nThis only seems to affect Eevee and Workbench. Render Preview Viewport Shading with the Render Engine set to Cycles displays correctly.\n\nThis issue is not present while in Sculpt Mode if the mesh does not have shape keys.\n(all viewport shading modes in 3.6.0, but only while in Solid Viewport Shading mode in Blender 3.0.0)\n\nThe polygons do display correctly after entering Edit mode and exiting Edit mode will set the polygon `loop_start`s back into strictly increasing order.\n\n\n(left cube has 1 material slot, right cube has 2 material slots)\n\n1. Add a material slot to a default cube so that there is at least 2 material slots\n1. Run the below script to shuffle the `loop_start` attribute of the polygons of the active object\n```py\nimport bpy\nimport numpy as np\n\nme = bpy.context.object.data\n\n# Since this example only uses simple cubes that are made of only quads\n# there is no need to shuffle the loop_total of each polygon in the same way\n# because every loop_total will be 4.\nt_ls = np.empty(len(me.polygons), dtype=np.uintc)\nme.polygons.foreach_get(\"loop_start\", t_ls)\n\norig_t_ls = t_ls.copy()\n\n# Ensure the shuffled result is different\nwhile np.array_equal(orig_t_ls, t_ls):\n np.random.shuffle(t_ls)\n\nme.polygons.foreach_set(\"loop_start\", t_ls)\n\n# Mesh.validate returns True when it corrects/removes invalid geometry\nassert not me.validate()\n\nme.update()\n\nprint([p.loop_start for p in me.polygons])\n```\nAttached is a .blend (authored in 2.93.9) that contains two cubes that have had their polygon `loop_start` attributes pre-shuffled. One cube has only one material slot, so displays correctly in 3.0+. The second cube has two material slots, so displays incorrectly in 3.0+.\nBoth cubes have a single face set to flat shading so that the effect of shuffling the `loop_start`s can be easily observed in all cases.\n\n",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"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)",
"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",
"EEVEE: Volumetric simulation show ghosting in playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n",
"Environment Importance Sampling gives too much noise\nWhen using importance sampling for environment maps in Cycles, the default/recommended resolution gives too noisy results when texture interpolation other than \"closest\" is selected.\n\nBlender version: 2.80\n\nTo reproduce:\n* Open attached file\n* Render in Cycles\n* Set the texture interpolation of the background map to \"linear\"\n* Render again\n\nActual result:\nSecond render has much more noise.\n\nExpected result:\nLittle to no difference in noise.\n\n\n\n\nAdditional testing:\n* Set texture interpolation to \"linear\"\n* On the background tab, set Settings/Surface/Sampling to Manual\n* On the background tab, set Settings/Surface/Resolution to 2048\n* Render again\n\nResult: Reduced noise again.\n\n[envmap.blend](envmap.blend)\n\n(HDRI image by Greg Zaal, HDRI Haven, CC0 license)",
"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",
"Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.",
"Eevee's AO shades even outside of the distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.0\n\nEevee's AO creates certain amount of gradients and shading even outside the Distance area. I'm not refering to the typical screen space oclussion problems. \n\nFor example, if you turn Distance to 0, instead of getting the same result as having AO turned off, you get a gradient. Here's how it looks with a flat lit, diffuse scene:\n\nDistance 0, Factor 0:\n\nDistance 0, with a Factor of 10 to exagerate the effect:\n\n\nEven if the gradient is subtle with Factor 1, it can be very visible in certain workflows. Example: There are no other screen space effects in this image, other than AO, which has small distance anyway but this gradient spans the entire image (I'm aware that 360 is not officially supported but still, the gradient itself is not a fault of the 360 stitching and can be a problem for regular images too \n\nIf this is a limitation of the method, may I suggest a clamping slider of some sort for very light values? Thank you❤\n\nOpen the file and turn AO on and off\n[AOBUG.blend](AOBUG.blend)\n\n",
"Improve visualisation and manipulation of lights in the viewport\nThe idea is to better control/visualize light parameters in the viewport. Currently we can only control the spot angle of spot lights, the size of area lights and the light direction. \nConcept drawings by @eyecandy for reference, not the final design.\n**Tasks**\n- [ ] visualize light color (translucent filled? opaque outline? center circle?)\n\n- [ ] register gizmo undo\n- [x] make scaling transform follow the cursor exactly\n\nAdd gizmos to\n- [ ] spot light\n - [x] radius\n \n - [x] make scalable even when radius is zero?\n - [x] blend \n - [ ] spot angle via new gizmo type instead of arrow \n- [ ] area light\n - [x] constraint scaling in X/Y directions \n - [ ] beam spread (only supported in Cycles) \n - [ ] clip end/custom distance (only in Eevee) \n- [ ] sun lamp\n - [ ] angular diameter \n- [x] point light\n - [x] size ",
"The Viewport Display setting of Particles affect the Render result with Eevee \nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`"
] | [
"EEVEE: Temporal Super Sampling is reset by redraw tag of the gizmos\nBroken: 6cbdde1ba1a4\nWorked: Not sure, never?\n\nLight flickers \n\n* Create a world material with a Volume Scatter, turn on Volumetric\n\nOR\n[light-flickering-bug.blend](light-flickering-bug.blend)\n\nAnd click in the viewport multiple times."
] |
Tangent Normals for Normal Map compute not correctly in EEVEE
Broken: (example: 2.8 alpha 2
Worked: (optional)
I think that tangent normals compute not correctly in EEVEE. See attached files with examples and comparsion.




[tangent_normal_bug.blend](tangent_normal_bug.blend)
| [
"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\n\nAfter clicking the glossy node header a few times:\n\n",
"Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n\n",
"Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n",
"Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).",
"Baked Normal Map Is Not Equal To The Original Normal Map.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025\n\nBroken: version: 2.93.2\n\nThe problem that after I bake the normal it appears different than the original\n,Is this a bug ? , and why it appears different .\n\n1. Open blender\n2. Go to the shading window\n3. Select The cube \n4. Add normal map image connect it to the normal map after you add it , Then to the BSDF node \n5. create image to bake to it and select it \n6. bake the normal and see the result\n\n",
"boolean node in geometry nodes seems to work wrong\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 3.0.0 Alpha\n\n\n\nI have made this node tree in geometry nodes and i am getting this result, which - for me - looks like a bug.\n\n",
"Regression, Eevee: Fill with single normal produces wrong 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 375.70\n\nBroken: version: 2.93.0\nWorked: 2.83.9, 2.92.0\n\nWhen I try to fill all backfaces with single normal, 2.93 produces various normals instead single.\n\nProper view (2.83):\n\n\n\nBug (2.93):\n\n\nDemo:\n[2021-06-05_02-06-54.mp4](2021-06-05_02-06-54.mp4) \n\nFile for tests\n[cutoff shader.blend](cutoff_shader.blend)",
"Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n\n\n\n\n[ceramic.blend](ceramic.blend)",
"Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n||\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\n",
"Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)",
"Set normals from faces should respect sharp edges\nMac OS Sierra\nRadeon Pro 580\n\nBroken: 2.78.5 66383ea206 \n\nSet normals from face effects faces across edges set to sharp. It would make more sense and be more useful if it would respect those edges IMHO.\n\nCreate a cube\nBevel edges across one axis with one segment and mark the caps to sharp in the edge menu\nTurn on auto smooth and set the angle to 180.\nSelect the smooth large faces and \"Set normals to face\" to move the smoothness to the bevel.\n\nThe caps should confinue to be flat since all there edges are marked as sharp.\n\n\n\nI really like this functionallity and I only want it to improve :-D\n\n\n ",
" 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.",
"Eevee: Procedural material very slow\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.85\n\nBroken: version: 2.83.3 / 2.90.0 Beta\nWorked: -\n\nFor some reason in eevee my procedural asphalt material works pretty slow.\nI don't see any problems with Cycle and the same scene works as fine on a Radeon RX 480, so it seens to be a bug.\n\n- Open attached file\n- go to material view \n- move around the plane (it's getting worse if you get closer)\n\n[Eevee_RTX_material_bug.blend](Eevee_RTX_material_bug.blend)\n",
"Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n",
"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)"
] | [
"Mirrored UV have bad tangent space\nMirrored UVs produce bad normal map output. This is due to tangent calculation/upload to GPU.\n\nEven more strange is the fact that building without cycles gives a different result.\n\n[mirro_normalmap_bug.blend](mirro_normalmap_bug.blend)\n\n 2.8 With Cycles (only left half is correct (switch to cycles to see correct result)\n\n 2.8 Without Cycles (seems completly inverted)\n\nThis was with debug build by the way.",
"Normal textures Eevee\nWindows 10 intel i7 7th gen Nvidia GEFORCE GTX 1050\n\nBroken: 2.8 c419cb7305f\n\n\n\ni want to put a normal texture to my model in blender eevee but it looks weird in the center. i used mirrored uvs and it looks fine in cycles but when i want to render that in eevee the textures doesn't connect correctly, i had read that it's beacuse of the tangents in blender and i want to know if it can be fixed by my own or if it is a bug that needs to be fixed \n\n- **Cycles normal map\n\n5a5985e4487ff26015339eea47da9916\n\n\n- **Eevee normal map\n\n65b6704bb022ef83d43c11b281baae68"
] |
VSE will not preview a video file.mp4
Operating system: fedora 34
Graphics card: NVIDIA GeForce GTX 550 Ti
Broken: 2.93.0 and 2.93.2
Worked: 2.83.15
**Short description of error**
With 2.93.x (a fresh install from the compressed tar.xz file from blender.org):
In the VSE I can load Big Buck Bunny.mp4 just fine. The strips appear. I can move the cursor and a frame of the video appears in the Preview window.
However when I hit the "play" button or the spacebar, the video does not play, although the fps shows the expected 24 fps, which vanishes if I hit the
"pause" button or (again) the spacebar.
With 2.83.15 the identical steps described above work just fine. The video plays at its expected 24 fps.
Am I doing something wrong? Is my VGA too old for 2.93.x? Does the presence of 2.83.15 screw things up? Any thoughts would be much appreciated.
I could not find any reference to this behavior on Google.
See above. These are very simple initial steps. | [
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"VSE image sequence playback order is sensitive to file sort order in file picker\nOperating system: NixOS 20.09 (Nightingale) x86_64 \nGraphics card: NVIDIA GeForce 940MX \n\nBroken: since at least 2.91.0 as of , still broken on 2.93.1 Release Candidate, 7edbe463d2d9 (splash screen doesn't give more detailed info)\n\n\nImage sequences added to the VSE play in the order the files are displayed in the file picker. (Reverse order plays sequence backwards and sort by size plays the sequence in an order depending on file sizes) Since at least 2.92.0 as of https:*download.blender.org/release/Blender2.92/ this plays frames in reverse order by default (the default display and sorting parameters seem to have been changed) Seems similar to https:*developer.blender.org/T73930\n\nPick Video Editing from the splash screen, hit Shift A to add an image sequence, navigate to folder and select everything with A. Sort files by size and/or in reverse. Import frames and play sequence.\n\nI believe this to be a bug and not intended behavior. Thanks for taking a look and have a nice day.",
"EEVEE: Volumetric simulation show ghosting in playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n",
"Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n",
"Audio in VSE starts in wrong location when rendered with negative frames\nOperating system: win 10 \nGraphics card: GTX960\n\n2.80\n\nWith negative frames, audio starts on the first negative frame not where it is placed in the VSE when it is rendered out. (same issue in 2.79B)[test-0048-0045.mp4](test-0048-0045.mp4)\nBased on the default startup or an attached .blend file (as simple as possible).\n[VSE starts audio in wrong frame.blend](VSE_starts_audio_in_wrong_frame.blend)",
"VSE editor is 1 pixel off when aligning non-frame images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nVSE editor is 1px off when compositing with non-full frame images\n\n1) open a VSE empty project\n2) set the scene dimension resolution to 1080x1080\n3) add a 1080x900 picture and check the left side pixels\n\n",
"VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n",
"VSE 2.0: Proxy system\nIn order to improve performance it is useful to enable building proxies for added movie and image strips by default.\nEven with highly optimized ffmpeg implementation, some video files are not encoded for good scrubbing performance.\n\nUI can be simplified to use fractional sizes only (from 25% to 100%) with option to use proxies globally\nProxies will be built for current preview size. When preview size is changed, proxies will be built to new size.\n\nProxy building is very slow and doesn't use all available CPU resources. This should be optimized.\n\nMovies are expected to have alpha channel, but images are often used for compositing. Here it would be better to use disk cache instead of proxy system. This is also necessary to preserve colorspace of the source.\n\nTODO:\n- [x] Simplify UI for using proxies\n- [x] Automatic proxy building for added strips\n- [x] Automatic building when changing preview size\n\n- [x] Optimize proxy building speed\nHere we may need to use more complicated workflow than just enable multithreading as there may be other limitations on ffmpeg side. Goal is to use as much system resources as possible to do transcoding. So this is more related to proxy task than ffmpeg task.\n\n- [ ] Add job for building disk cache\n- [ ] Use Disk cache for image strips instead of proxies\n- [ ] Use faster compression method for disk cache, gzip is not multithreaded\n- [ ] Make sure disk cache has similar performance as proxies",
"Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n",
"CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n\n\n\n",
"Operator: Play Rendered Animation no frame_preview_start for images\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 11)\n\nTopbar >> Render >> View Animation \n`bpy.ops.render.play_rendered_anim()`\n\nWhen using the View Animation operator it runs as intended with videos, however if you're using images as your render output, and using a preview range,\nthe operator will output from the Render Frame Start, rather than the Preview Frame Start. \n\nSo, unless your preview range included the first scene frame, the player will fail to start. \n\n\n**Steps to Reproduce**\nStep 1:\nEnable Preview Range in the timeline (click clock next to the Start/End numbers)\nChange the Start Frame (this is currently the Preview Start, not the Render/Scene Start)\n\n```\n Step 2: Option 1:\n in python window (or text editor) run:\n print(bpy.context.scene.render.frame_path(preview=False)) # Outputs Render Range\n print(bpy.context.scene.render.frame_path(preview=True)) # Outputs Preview Range\n```\n\n```\n Step 2: Option 2:\n Render the animation (3D Viewport Header >> View >> Viewport Render Animation)\n Topbar >> Render >> View Animation \n```\n\n\nRepeat Step 2, twice. \nOnce with your Render Output format set to any video format (AVI / FFMpeg)\nOnce with your Render Output format set to any image format (PNG / BMP / JPEG / etc)\n\n\n**Details**\n`\\2.83\\scripts\\startup\\bl_operators\\screen_play_rendered_anim.py` `line #117`\n`file = rd.frame_path(frame=scene.frame_start, preview=scene.use_preview_range)`\n\nThe function `bpy.context.scene.render.frame_path()` isn't doing anything with the `preview` variable, when the output is an image, so it just always return `scene.frame_start`\n\n`\\blender\\makesrna\\intern\\rna_scene_api.c` >> ` void RNA_api_scene_render` >> `static void rna_SceneRender_get_frame_path`\n\nThis function does one check for movies and different one for images. \nif it's image, it doesn't use the `preview` bool variable, and just use the scene's frame\n\n",
"(Video editing) Different audio/video lenght after import strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\n\nAs shown in these images, the same media file (with audio and video) shows different lengths between audio and video in VSE:\n\n\n\n\n\n\n-\n\n",
"Motion blur not working for fluid sim in USD\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: 3.0.1\n\nMotion blur not working for fluid sim in USD\n\nCache the sim from the attached file. Export as USD. Render in Cycles with motion blur.\n\nIt works in alembic but the cache needs to be in uni cache. VDB doesn't work\n\n[MB_USD.blend](MB_USD.blend)\n\n",
"VSE UI: Overlay Source text displays nothing & default Overlay text design considerations\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\n{[F10310240](image.png), size=full}\n\nWhen I implemented the Overlay dropdown, the main intention was to clean up all of the text on strips which clutter the VSE UI, however the patch was changed and my defaults never made it into the commit. The idea was the only Source should be displayed as default setting, unless Name differed from source. Source was implemented to show the strip type names or the content of the strip ex. for Movie files it would show the path and for text strips the content text. \n\nFor some unknown reason ex. effect strips do no display any type when Source is selected, and it should. They were properly removed to avoid both Name and Source saying the same, but if Source is only displayed when it differs from Name, then that problem wouldn't occur. \n\nSo the fix is:\n- Display strip type as Source, if no content to display(ex. Movie path or Text).\n- Display only Source if it differs from Name(and both overlay options are selected).\n- Remove Duration as default. \n\nOr the fix could be, if the content of the Text strip(currently only displayed with Source on) was written in the content area(ex. where the color of the color strip is displayed), then Name could be on as the only Overlay text setting. Like this:\n{[F10310203](image.png), size=full}\n\nOr Source could be split up into: Strip Type and Content(displaying url, text etc.).\n\nBasically, I think the default setting should display only the file name, or the strip type if no filename, and then have the content text in the content area of the strip.\n\n\n",
"Support Preview Image Storage for More Data-block Types\nBasically introduce the `Preview *preview` member for each data-block/ID type that should be \"previewable\" in the Asset Browser. This doesn't mean adding support for automatic previews, but at least to support letting the user set custom previews.\n\n* - [x] Node Groups f315a46982\n* - [ ] Cameras\n* - [ ] Armatures\n* - [ ] Masks\n* - [x] Grease Pencil Strokes (`bGPdata`) (already done in `asset-greasepencil` branch.\n..."
] | [
"VSE stops after moving one frame\nSystem Information\nOS: Debian10\nCPU: AMD64\nGPU: GeForce GTX 1060 6GB\n\nBlender Version w/issue: 2.93.0-1, 3.0 alpha\n\nShort description of error:\nVSE plays video one frame *forward* and then stops (in Blender 2.93-3.0)\n\nAfter adding video to sequencer, whenever I hit \"play animation\" button FORWARD the video moves one frame forward and freezes. \nOddly, there is no problem when hitting the \"play animation\" button REVERSE (see short clip attached for visual description), and I had no issues of any kind in versions 2.92/.91/.90/.80, etc.\n\n[vse-playback-issue.mp4](vse-playback-issue.mp4)\n\n Not sure if this is a bug or an oversight on my part, but curious how to fix. \nThank you, "
] |
VSE stops after moving one frame
System Information
OS: Debian10
CPU: AMD64
GPU: GeForce GTX 1060 6GB
Blender Version w/issue: 2.93.0-1, 3.0 alpha
Short description of error:
VSE plays video one frame *forward* and then stops (in Blender 2.93-3.0)
After adding video to sequencer, whenever I hit "play animation" button FORWARD the video moves one frame forward and freezes.
Oddly, there is no problem when hitting the "play animation" button REVERSE (see short clip attached for visual description), and I had no issues of any kind in versions 2.92/.91/.90/.80, etc.
[vse-playback-issue.mp4](vse-playback-issue.mp4)
Not sure if this is a bug or an oversight on my part, but curious how to fix.
Thank you, | [
"VSE 2.0: Performance, Cache System\n# Video Sequencer Cache\n\nNOTE: This is the first pass of the design. It will be worked a bit more after discussion within the module, and presentation and diagrams will become more clear.\n\nThis document describes caching system which design and implementation for the `VSE 2.0 project` (#78986).\nThere is some intersection of performance topics listed in the `VSE 2.0: Performance ` (#78992). \n\n## User level design\n\nOn user level cache system should follow zero configuration principle: the video playback and tweaking should be as fast as possible without user spending time on fine-tuning per-project settings.\n\nThe only settings which user should be interacting with are in the `User Preferences`:\n* In-memory cache size limit\n* Disk cache size limit\n* Disk cache folder\n\nThese settings are set once in the User Preferences and are used by all sequencer projects. The default values are based on the minimal [[ requirements/ | hardware\nrequirements ]].\n\n## Code design\n\n### Levels of caching\n\nFor best editing and playback performance multiple levels of cache are needed.\nThe most important ones are:\n\n* Cache of strip input (colormanaged using general Blender color space rules)\n\n```\nThis allows to faster, without lag, move image strip in time, adjust strip settings like transform, by avoiding need to re-read file on every modification. Lets call this cache level `STRIP_INPUT`.\n```\n\n* Cache of the final sequencer result.\n\n```\nThis allows to have realtime playback after the sequencer got cached. Lets call this cache level `SEQUENCER_FINAL`.\n```\n\nThe simplified flow of the image from disk to the artist is presented in the following diagram:\n\n\n\n---\n**NOTE**\n\nNeed to think about whether having strip output cache is helpful. If the stack rendering is fast, having extra levels of cache will have negative affect due to less final frames fitting into the memory.\n\n---\n\n### Cache referencing\n\nCache levels are to utilize reference counting as much as possible. For example, when having single Image Strip without modifications set up in the strip the final sequencer frame in the `SEQUENCER_FINAL` cache is to reference the image from `STRIP_INPUT` cache. This allows to minimize memory footprint, playback performance for the story boarding type of tasks performed in the sequencer.\n\nThe following example visualizes cache frame referencing in the following scenario:\n\n* Sequencer have single Image Strip using `HappyFroggo.png` as an input. The strip has length of 4.\n\n\n\nIn Blender terms, the cache contains a single copy of `ImBuf` created for `HappyForggo.png`. All the sequencer cache entries are referencing this `ImBuf` for lowest possible memory footprint.\n\n### Cache resolution\n\nIn a typical video editing scenario an artist views the sequencer result in a rather small area of the screen layout:\n\n\n\nThis behavior can be exploited in the following way: the sequencer processing and caching can happen in the lower resolution. This is something what current proxies design is solving, but does in the fully manual manner.\n\nThere is a possibility to make proxies behavior more automatic, by performing downscale on an image after it was read from disk, but before it gets put to the `STRIP_INPUT` cache. Default behavior could be something like:\n\n* Use closest power-of-two downscaling (similar to mipmaps)\n* The target resolution is 50% of the window resolution, but no more than 1080p.\n\nIn order to support workflows where an artist needs to investigate in a close-up manner the final result, there will be a display option `Best Quality` (but defaulting to `Best Performance`). This could fit into existing `Proxy Display Size` menu.\n\nIn the future more automated input resolution selection is possible to be implemented. For example, it is possible to automatically switch to the\n`Best Quality` mode when zoom-in is detected.\n\nImage scaling with a power-of-two scale factor can be implemented very efficiently using threading and vectorization.\n\nOn a performance aspect, for image sequences such scale down will be an extra computation, which will only pay off if effects/transformation is used.\n\nFor the movie files, this step will actually make things faster because it is required to convert color spaces (happening in `sws_scale`), which is not\nthreadable. The scale down will be done together with color space conversion, which is expected to give better performance compared to the current state of the sequencer playback.\n\n---\n\n## Task progress\n\n- [x] Cache referencing\n - d837923a56\n - c74086376f\n\n- [x] User level design\n- [x] Levels of caching\n - f448ff2afe\n - 445ebcaa30\n\n- [ ] Cache resolution\n - [D9414: VSE: Render in size nearest to preview image](D9414)\n - Update/followup above patch to work on images",
"Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n",
"Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!",
"Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"VSE: Frame Rate Base Rounding Leads To Vid / Audio Strips Out Of Sync by 1 Frame\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: since 3.0 until now in 3.6.1 hash 8bda729ef4dc\nWorked: 2.93.18\n\nIt looks like the same bug #21138 is reappearing in the 3.x series and since the bug report is 14 years old, I created a new one.\nOld bug report: 21138\n\nMy description:\nI have a lot of projects with 29.97fps (30000/1001) and those work correctly with Blender 2.9x but since Blender 3.0 all video clips are 1 frame shorter and my projects are a mess, because the frames in all clips are also shifted 1 frame !!\nIf I set the base to 1.0009 instead of 1.001 its all fine in the Timeline, but if I set 29.97 from the drop-down menu, all clips are 1 frame shorter and shifted.\nI have this also tested with videos without any audio and that makes no difference.\nThe audio length btw is alway correct.\nI also noticed that the trick with 1.0009 is not good, because this value is then transferred to the exported video and thats wrong!\n\nI think the problems in the following posts also have the same cause?\n[audio-is-1-frame-off](https://blender.stackexchange.com/questions/51650/audio-is-1-frame-off)\n[blender-3-0-vse-audio-and-video-out-of-sync-bug](https://blender.stackexchange.com/questions/250718/blender-3-0-vse-audio-and-video-out-of-sync-bug)\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) ",
"Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n",
"EEVEE image sequence frame offset not working [in multiple image texture nodes having the same image datablock]\nOperating system: WIN 10\nGraphics card: RTX 2070\n\nBroken: 2.81 date 2019-09-08\nWorked: none\n\nif I use one video texture in different materials, I only change the frame offset of the texture node\n- CYCLES: work as expected ( image is offset in time)\n- EEVEE: all materials use the same frame of the video texture\n\n\n\n\n\n[test_offset_blender-02.zip](test_offset_blender-02.zip)\n\n\nset viewport to \"rendered\" mode. just switch from EEVEE to CYCLES to see the difference (the number displayed on the texture is the frame number of the texture)",
"VSE unkeyed transforms in preview persist in cache\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nVSE unkeyed transforms in preview persist in cache.\nIf transforms occur on a property that has an fcurve already (but no keyframe is actually created on that frame), this transform will remain in the cache for that frame.\nThis does not get invalidated on timeline scrubbing / frame change.\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 rotation on frame 1\n- go to frame 10\n- rotate in the `Preview` again and confirm the rotation (but dont create a keyframe)\n- scrub the timeline\n- since this change on frame 10 was not keyed, it should vanish, but it doesnt, it remains in the cache\n- note: when the strip in the `Sequencer` view gets moved, the issue goes away (assume the whole cache gets invalidated then)\n\n\n",
"VSE: Animated sound volume not working when referencing scene\nOperating system: Arch Linux\nGraphics card: AMD with Mesa driver\n\nBroken: 2.81 Alpha, ab519b91b2c4, master, 2019-10-04 22:33\n\nI have multiple scenes in one .blend file using the sequencer. In the first scene (\"ReferencedScene\") I have a sound strip with an animated volume. Playing that scene adjusts the volume as expected. In another scene (\"MAIN\"), I added the \"ReferencedScene\" to the Sequencer. Playing the \"MAIN\" scene does NOT adjust the volume of the sound in \"ReferencedScene\". Instead, the volume level stays constant.\n\nI expected that the animated volume of the \"ReferencedScene\" is the same for direct play back as well as when referenced in the \"MAIN\" scene.\n\n\n- Open the attached file.\n- Play back \"ReferencedScene\" with \"Space\"\n- Hear the volume of the sound fade to 0.0 and back to 1.0 again\n- Switch to \"MAIN\" scene\n- Play back \"MAIN\" scene with \"Space\"\n- Hear constant volume of sound from \"ReferencedScene\"\n\n[vse-sound-volume-bug.blend](vse-sound-volume-bug.blend)\n",
"Monitor FPS playback regressions in time for workbench and eevee\nSimilar what Cycles does for render times, although fps is measured in the viewport when playing back animation.\nPerhaps per scene count the number of frames that were drawn in 10 seconds.\n",
"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/Frame ranges inconsistencies in UI\n#39484 raised that timeline frame range representation actually show (real_length - 1) interval… So e.g. a scene having same start and end frame is shown as zero length. This is also inconsistent with how caches are drawn in same window (they start at -0.5 frame and end at +0.5 frame), which allows to represent the real length, assuming 'frame' itself as a sort of “center” value.\n\nTo fix #39484 I simply made same thing for frame range, but this was to quick in fact, we need a design decision here and make it consistent in all time-related windows (timeline, VSE, MCE, animations, etc.).\n\n@sebastian_k proposed to rather draw a [start, end+1] interval, adding a small green square of one frame width to the cursor:\n\n",
"simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue."
] | [
"VSE will not preview a video file.mp4 \nOperating system: fedora 34\nGraphics card: NVIDIA GeForce GTX 550 Ti\n\nBroken: 2.93.0 and 2.93.2\nWorked: 2.83.15\n\n**Short description of error** \nWith 2.93.x (a fresh install from the compressed tar.xz file from blender.org):\nIn the VSE I can load Big Buck Bunny.mp4 just fine. The strips appear. I can move the cursor and a frame of the video appears in the Preview window. \nHowever when I hit the \"play\" button or the spacebar, the video does not play, although the fps shows the expected 24 fps, which vanishes if I hit the\n\"pause\" button or (again) the spacebar.\n\nWith 2.83.15 the identical steps described above work just fine. The video plays at its expected 24 fps.\n\nAm I doing something wrong? Is my VGA too old for 2.93.x? Does the presence of 2.83.15 screw things up? Any thoughts would be much appreciated.\nI could not find any reference to this behavior on Google.\n\nSee above. These are very simple initial steps."
] |
Sequencer Markers: Box selecting from below channel 1 has become almost impossible
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 26.20.100.7262
Broken: version: 2.83 (sub 2)
Worked: (optional)
With the wide markers bar in the bottom of Sequencer area and the almost locked position of channel 1 it has become almost impossible to box select from below channel one. The only way to do it is to zoom far into the timeline. Seems to be a regression. Gif:

Switch Show Markers on and add a strip to channel 1. Now try to box select it from below.
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"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",
"GPencil: New operator to set Stroke start point\nThis operator allows to set the start point for any cyclic stroke.\n\n[SetStartPoint.mp4](SetStartPoint.mp4)",
"Box and Lasso select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nUsing box select is extremely unreliable while in Face select or Edge select mode (I didn't observe any problems in Vertex mode). It may end up selecting non-visible faces/edges inadvertently and with seemingly no pattern to its misbehavior or workarounds (shrinking range of the clip start/end doesn't fix it, enabling face centers doesn't fix it etc.)\n\nThis problem has existed for some time now but today I finally got fed up with it after losing several minutes of work again.\n\nI'm using a hidpi 4k screen, using Blender's UI scaling of 1.0, and OS scaling of 2.0 in case this matters.\n\n[box-select-bug.blend](box-select-bug.blend)\n- Start with default .blend\n- Enter edit mode and Subdivide cube twice\n- Switch to Face select mode (or Edge select mode)\n\n- Attempt to box-select a variety of faces on the cube\n- Notice that more often than not, extra faces which are not visible are still selected\n\nNo selection\n\n\nSelecting all visible faces with box-select\n\n\nNon-visible faces being selected :(\n\n\nNon-visible edges being selected :(\n\n",
"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)",
"Automatic moving of the timeline when the current frame reach the region border\n\nAnimation and keyframes are visible through multiple spaces : nla, graph, sequencer, timeline, etc...\nWhen it comes complex animation with a lot of keyframes / clips / actions, we often zoom in the timeline to better edit these things. But when we start the playback, we can not see what's happening when the current frame is offscreen.\n\nIn my opinion, it is inconvenient for some uses, like video editing, keyframing.\n\n### Solutions\n\n------------------------\n\n**Fixed cursor**\nInstead of having the time cursor moving, it could be the timeline that moves :\n[Screencast_2021-10-30_16_42_15-converted.mp4](Screencast_2021-10-30_16_42_15-converted.mp4)\n**Floating cursor inside the area**\nThe time cursor is moving, but it can not go outside the view, so the timeline moves to keep the cursor in view :\n[Screencast_2021-10-30_16_38_32-converted.mp4](Screencast_2021-10-30_16_38_32-converted.mp4)\n\n### Issues\n\n------------------------\n\nThe first solution is maybe a bit to limiting for viewing around the current frame. I prefer the second approach.\n\n\nThe main problem with the 2 solution is the performance of redrawing the area for each frame.\nDo it really impact the performances or is it minor ?\n\nI have a patch about some changes, if it is something interesting to look at.\n",
"How to keep asset viewer options and the search field in view?\n\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).",
"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)",
"Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.",
"Click selecting a keyframe in the Dope Sheet deselects all channels\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: checked until 2.93 and it still was broken\n\nWhen click selecting a keyframe on a summary channel in the Dopesheet (and the Timeline which is basically a Dopesheet),\nit deselects all channels.\nIf you drag select it, all channels of the keys are selected.\n\nClick selecting a keyframe that is not on a summary channel does select the channel as well.\n\nI would expect click and drag select to behave the same on summary channels.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n* open the provided blend file (channels are already selected)\n* click select a keyframe on a summary channel in either the Timeline or the Dope Sheet\n* note the channels are all deselected\n\n",
"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",
"Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n",
"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",
"Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n",
"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",
"Proposed Size Preference for Color Picker\nI had fixed a bug that allows the [eyedropper to work in popups](105387). That led to other fixes, like [problems with positioning](106122) and that it can't currently work [outside Blender windows](105324).\n\nBut this work prompted some users on BlenderArtists to mention that it is [too small](589).\n\nWhile playing with the idea of making it user configurable, I came to agree that it is easier to use at a larger size that we have it now. This becomes especially important when users have very large monitors that are then used at a relatively small scale. This can give you a very large working area but a very small color picker.\n\nThe following capture was taken at 1.0 scale and shows it at the current size, a size that I liked much better, and then even larger:\n\n\n\nThere is a PR that can allow testing this: 106135\n\n"
] | [
"VSE, marker area is invisibly blocking the strips\nXbuntu / AMD\n\ne85aa8b\n\nWhen working in the VSE, if you create a marker there's an invisible \"marker area\" that's created a the bottom but you can still see the strips underneath even though you can't interact with them in this area. The marker area would really need to be its own thing and push the rest of the VSE upwards so those two areas are not in visual conflict.\n\nNote: Pablo (Vazques) asked me to report this as a bug.\n\nNew file\nGo to the VSE\nAdd a strip on layer 0 (bottom layer)\nCreate a marker\nTry to interact with the strip with the cursor at the bottom of the VSE\n",
"UI: The Marker Area blocks the view in the VSE\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWhen you have a strip in channel 1 of the VSE and you also have markers enabled. \nThe marker area covers the bottom channel. More noticeable when the window is scaled vertically.\n\nAdd some markers.\nAdd a strip into channel 1 of the VSE.\nScale the window vertically and this strip will be covered by the marker area,\n(short video attached)\n[blender_bug_VSE_MARKERS.mp4](blender_bug_VSE_MARKERS.mp4)\n\n",
"VSE: Channel 1/2 gets stuck behind Marker row on vertical shrink\nOperating system: Linux Mint 20Open \nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.92.0 / 2.93.1 / 3.0.0-alpha+master.ede1ce6e9a5b-linux.x86_64-release\nWorked: Unsure\n\nIf any marker (therefore marker row/channel) exists, then Channel 1 or 2 will stick behind the semi-transparent marker row once vertically shrunk below a certain height.\n\n[marker-row-hiding-channels-1-and-2.mp4](marker-row-hiding-channels-1-and-2.mp4)\n- Open VSE\n- Add any strip to channel 1 or 2 (Sorry when I did the video I assumed it was only channel 1)\n- Vertically shrink with CTL/middle mouse/drag down to a small size (smallest size to make it easy)\n- Drag channel down to point where it disappears from viewing area\n- Try to drag channel 1 or 2 back up past Marker row, it will not go\n- Visibility can be recovered by either vertically scaling up again or activate \"Frame all\" function for example\n\n\nNote: Strip can be selected and operated on with hotkeys while behind the marker row, but it can't be dragged via mouse\nNote: Channel 3 will also get very slightly hidden by this bug\n"
] |
Crashing when scene doesn't have meshes and using command searcher, 100% repro
Operating system: Windows 10
Graphics card: Nvidia GTX1080
Broken: (example: 2.81 official stable release
Worked: (optional): Blender 2.82 Alpha - December 03, 00:20:54 - 1e480840a212
Blender crashes when scene doesn't have any meshes (no cube) and when you use command searcher (F3 default hotkey) in 2 possible ways to cause Blender crash.
One way:
1. Open default scene, delete Cube
2. Open command searcher (F3 key), type "e", then "x" - on that last key Blender should crash
Other way:
Same as above, except instead pressing "x" key, scroll down to list bottom. When it reaches end of list, it crashes Blender
Out of curiosity, checked 2.82 alpha version and there were no issues
I've attached .blend file where I was testing crashing. But just deleting all meshes in your default startup scene should do the trick. I've asked in Blender discord and one person confirmed crashing.
Can I hope for fix before 2.82? :D
[crash.blend](crash.blend)
| [
"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",
"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",
"Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n\n\n\n\nSee blender 3.2.2 on Cycle-x picture\n\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)",
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n",
"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",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"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 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WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Blender 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",
"use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n",
"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",
"crash while setting vertices positions using foreach_set\nOperating system: macOS-12.6.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-18.8.6\n\nBroken: version: 3.6.0\n\ncrash while setting vertices positions using foreach_set\n\nstart blender, run script\n\n```python\nimport bpy\nimport numpy as np\n\nl = 2 ** 28\nme = bpy.data.meshes.new('mesh')\nme.vertices.add(l)\na = np.random.random((l, 3))\nme.vertices.foreach_set('co', a.ravel())\no = bpy.data.objects.new('mesh', me, )\nbpy.context.view_layer.active_layer_collection.collection.objects.link(o)\n```\n\noutput:\n```\nWriting: /tmp/blender.crash.txt\n[1] 13339 segmentation fault /Applications/Blender/blender-3.6.0.app/Contents/MacOS/Blender\n```\n\nin blender 3.4 while using 2**27 length output is this\n```\nError: Array length mismatch (expected -402653184, got 402653184)\nError: Python: Traceback (most recent call last):\n File \"/Text\", line 8, in <module>\nRuntimeError: internal error setting the array\n```\n\ncontents of `/tmp/blender.crash.txt` is just me running script, nothing interesting\n\ninteresting bit from crash report (i can provide in full)\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bbaef04 foreach_getset + 1124\n1 Blender \t 0x112f45046 cfunction_call + 134\n2 Blender \t 0x112f01015 _PyObject_MakeTpCall + 373\n3 Blender \t 0x112fdf95b call_function + 971\n4 Blender \t 0x112fdbc41 _PyEval_EvalFrameDefault + 24817\n5 Blender \t 0x112fd5a22 _PyEval_Vector + 146\n6 Blender \t 0x112fd5978 PyEval_EvalCode + 120\n7 Blender \t 0x10bb9cd2a python_script_exec + 506\n8 Blender \t 0x10c6754b0 text_run_script + 64\n9 Blender \t 0x10b600ce6 wm_operator_invoke(bContext*, wmOperatorType*, wmEvent const*, PointerRNA*, ReportList*, bool, bool) + 582\n10 Blender \t 0x10b600a03 wm_operator_call_internal(bContext*, wmOperatorType*, PointerRNA*, ReportList*, wmOperatorCallContext, bool, wmEvent const*) + 515\n11 Blender \t 0x10b602025 WM_operator_name_call_ptr_with_depends_on_cursor + 165\n12 Blender \t 0x10c36bffd ui_apply_but_funcs_after(bContext*) + 285\n13 Blender \t 0x10c366fc2 ui_handler_region_menu(bContext*, wmEvent const*, void*) + 434\n14 Blender \t 0x10b604a4f wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1007\n15 Blender \t 0x10b604020 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n16 Blender \t 0x10b6033ba wm_event_do_handlers + 2554\n17 Blender \t 0x10b5f91b0 WM_main + 32\n18 Blender \t 0x10adea41e main + 878\n19 dyld \t 0x12788152e start + 462\n```\n\n",
"Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart"
] | [
"Crash when type \"ext\" in search\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)\nWorked: (optional)\n\n\n1. start blender\n2. in search type\"ext\"\n*if any object is selected it will not crash.\nY4NafhFbGW8\n"
] |
Transformation Orientation Gizmo Bug
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00
Broken: version: 2.82 (sub 7)
Worked: (optional)
The options to change the alignment of the transformation gizmo do not work when altered.
Open a new file with an object and try to change the transform gizmo orientation. It will not change. The last time that the feature worked was on Blender 2.79. It does not work now.
This is based on any file, including the startup file.
| [
"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",
"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.",
"Clearing parents keep transform changes children's position and rotation.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\nWorked: Never\n\nClearing parents keep transform changes children's position and rotation. Watch the attached gif\n\nOpen attached .blend file, clear parent while keeping transformation\n\n",
"Objects with clampto constraint change their position after the target object from copy rotation constraint is rotated and then pressed ctrl+z\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.3\nWorked: 2.82a\n\n\nOn the video clampto constrain is used on the ammo. When I rotate it and press ctrl+z ammo change their position and move chaotically\n\n[20210901_054810.mp4](20210901_054810.mp4)\n\n[#91102.blend](T91102.blend)\n\nRotate the empty and press ctrl+z, object array in \"ammo\" collection will change shape.\n",
"Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.",
"In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)",
"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",
"Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n",
"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\n\n",
"Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...",
"Grease Pencil Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n",
"Scripting Templates: Gizmo Simple seems broken\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\n\nScripting Gizmo Simple is broken\n\nfrom thedefault startup file:\n- change to the Scripting workspace\n- Templates > Python > Gizmo Simple\n- run script\n- select light\n- no gizmo is drawn\n\n",
"'Normalize' option in Graph Editor makes Y-axis key values incorrect\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen 'Normalize' option is on in Graph Editor the Y-axis key values change so cursor snap options do not work.\n\nCreate a graph with multiple keys at various heights (y-axis)\nNote the Y-axis values when 'Normalize' is turned on/off\n\nUsing 'To Keys' in ViewProperties ('N' menu) do not correspond to the correct Y-axis values\n\n",
"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\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)",
"Applying negative scale inverts multires displacement\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.82a, 2.90 Alpha (542ff416e274)\nWorked: 2.79b\n\nWhen multires-sculpting an object, then mirroring it on any axis and then applying the scale, the multires displacement inverts - turning inside out. Flipping normals (either before or after applying scale) doesn't help.\nIn 2.79b, multires data is retained correctly after applying scale, although normals need to be flipped afterwards.\n\n1. Pick the default cube, add a multires modifier to it.\n2. Subdivide a bit for good measure, sculpt something.\n3. In object mode, mirror the object on any axis.\n4. Apply scale.\n5. Observe the sculpt turning inside out."
] | [
"transform orientation always uses global. Ignores any other setting (local, normal, gimbal etc)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ntransform orientation always uses global. Ignores any other setting (local, normal, gimbal etc)\n\ncreate cube, rotate it a bit, change to local transform orientation, rotate along z, it still uses global co-ordinates.\n\n"
] |
Mesh editing overlays when `Shape Key Edit Mode` and `Add Rest Position` are enabled
Operating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI
Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07
Broken: version: 3.6.1 Release Candidate
When `Shape Key Edit Mode` and `Add Rest Position` are enabled the mesh editing overlays in the viewport are not working.
<video src="attachment" title="overlays_broken_shapekey_rest_position-2023-07-06_14.55.56.mp4" controls></video>
[no_selection_overlay.blend](attachment)
| [
"Addons in custom scripts path do not get loaded without restarting blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 31.0.101.2115\n\nBroken: version: 3.6.2\nWorked: none\n\n\nWhen adding a custom script directory the addons can not be enabled unless blender is restarted.\n\n\n1. make a scrips folder\n2. add a subfolder called addons\n3. put a addon in there\n4. open blender\n5. add a new scripts directory to the scripts folder created in #1\n6. go to the addon panel and find the addon.\n7. trz to enable the addon\n8. this throws a python error\n`Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\3.6\\scripts\\modules\\addon_utils.py\", line 333, in enable\n mod = __import__(module_name)\nModuleNotFoundError: No module named 'modifier_list'\n`\n\n\n",
"Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n\n\nIf you hide the middle face...\n\n\n...and then Subdivide the two remaining faces...\n\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?",
"Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n",
"Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)",
"Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n",
"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",
"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",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)",
"Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n",
"Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n",
"Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n",
"Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\n\n",
"Inset faces and Bevel Edge command has bugged interaction with Undo command and shape keys\nOperating system: Windows-7,10\n\nBroken: version: 2.83 (sub 2)\nBroken: version: 2.82 (sub 6)\n\n\nIn edit mode, while selecting a shape key, the Inset operation (I) followed by any other operation (Translating vertices or extruding or whatever), followed by an Undo (Ctrl-Z) command causes the shape key selector to hop to the \"basis\" shape key. This also occurs when using the `Bevel` command.\n\nFrom Default Startup:\n1. Create two shape keys: \"Basis\" and \"Key 1\"on Default Cube. Selection will be on \"Key 1\"\n2. Go into edit mode\n3. Inset a face on any of the existing faces with \"I\"\n5. Do ANY other operation or operations, such as moving a vertex or extruding. The bug occurs with any number of operations done after the Inset command.\n6. Undo (Ctrl-Z)\n7. Observe Shape key information as the undo command causes the selection to switch from \"Key 1\" to \"Basis\".\n8. Keep `Undoing` until you `Undo` the `Inset` operation.\n9. Notice that the shape key selection jumps back to \"Key 1\" as you `Undo` the `Inset`. \n"
] | [
"Crash when enabling wireframe shading caused by Shape Keys\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nBlender will crash when enabling wireframe or x-ray shading in Edit mode, Face Select mode if the object has a Shape Key with 'Shape Key Edit Mode' and 'Add Rest Position' both enabled. Additionally, selections for verts, edges and faces are no longer highlighted.\n\n**Not broken on an earlier version of 3.6, but is broken on the latest 3.6, as well as 4.0. Regression?**\n\n1. Add a shape key to the object.\n2. Enable 'Shape Key Edit Mode' and 'Add Rest Position'.\n3. Selected verts, edges and faces no longer highlight in edit mode.\n4. Switch to face select mode and then to wireframe or x-ray view to crash Blender.\n\n",
"Regression: Selection is broken in edit mode with on cage enabled when using armature modifier\nOperating system: Linux-6.2.0-26-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.125.06\n\nBroken: version: 3.6.0\nWorked: version: 3.4.1 \n\nSelection is broken in edit mode with on cage enabled when using armature modifier\n\nI wasn't able to reproduce, so pick this example and try to select vertices:\n\n[test.blend](attachment)\n\n<video src=\"attachment\" title=\"Peek 2023-08-13 18-35.mp4\" controls></video>\n\n",
"Regression: Selection Fails to Highlight in Edit Mode (with restposition and modifier/shapekey displayed in editmode), also crash switching to wireframe or x-ray\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 770 Intel 4.5.0 - Build 31.0.101.3959\n\nBroken: version: 3.6.0\nWorked: version: 3.5.1\n\nCaused by 82ca3d3604\n\nWhen selecting vertices, edges or faces in either of the attached example files, there is no visible indication of the selection in the 3D viewport.\n\n\n**Selection Bug.blend**\n1. Enter Edit mode and try to select a vertex, edge or face\n2. Result: UVs become visible in the UV Editor, but nothing happens in the 3D Viewport\n3. Remove the Basis shape key and selection highlighting becomes visible\n\n**Selection Bug.blend**\n1. Enter Edit mode\n2. Switch to face select mode and then to wireframe or x-ray view to crash Blender\n\n**Selection Bug B.blend**\n\n1. Enter Edit mode and try to select a vertex, edge or face\n2. Result: UVs become visible in the UV Editor, but nothing happens in the 3D Viewport\n3. Disable the Warp modifier and selection highlighting becomes visible\n\n"
] |
axis-lock guides scale issue
Operating system: Arch
Graphics card: 5700XT
2.91.0
guide lines are too big
- zoom in
- grab obj
- press 3mb
- move


| [
"Update 'dyntopo_detail_size_edit' to support Relative/Brush Detail settings\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nAs of right now in sculpt mode the shortcut `R` is used while Dyntopo is enabled to change the detail size.\nIt calls the operator `SCULPT_OT_dyntopo_detail_size_edit` which displays a triangle overlay.\nIf `tool_settings.sculpt.detail_type_method` is not set to \"constant\" or \"manual\", it will fall back onto the older radial control `SCULPT_OT_set_detail_size` instead.\nThis operator is less ideal to control or display the target resolution.\n\n\n\nThe operator and overlays should be updated to work with either detail type method.\nThe methods \"Relative\" and \"Brush\" are screen based, instead of scene based, which doesn't strictly prevent the triangle overlay from displaying and estiamted resolution.\n\n",
"Misuse of 'U.pixelsize' in code\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: -\n\n\nThe `U.pixelsize` is the user preference for line width in the UI. Go to \"Preference\" > \"Interfece\" > \"Line Width\".\nChanging the \"Line Width\" has an undesirable effect in some cases.\n\n- [ ] Zooming value with MMB-drag in Clip and Image editors\n- [ ] Dynamic-topology Detail Size\n- [ ] Width of tooltips block\n\nThere's an old list of places that need to be re-checked:\nD9604\n\n",
"Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n\n\n\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n",
"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",
"Constrain axis always draws on top [covers mesh in unfavorable ways]\nThe mesh outline is not visible when extruding or moving along the axes. The axes overlap the faces of the mesh themselves, and because of this, it is not convenient to precisely position the extruded faces.\nIt exists on all versions of the 2.8x blender.\n\nTo repeat the problem, you can select an edge in the editing mode and simply drag along the y axis. In this case, the contour will not be visible by how much it is moved from its actual position.\n\n\n\nWith the same action in 2.79, I see black the contours of the mesh as far as it changes when moving.\nBring it back as it was in 2.79",
"Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n",
"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!",
"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",
"Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}",
"Viewport: Texture limit size generates artifacts during painting\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\nWhen limit size is lesser than the actual image size, this will result in artifacts at paint region.\n\n- Open attached file\n- Change Texture limit size to 2k or less (`Edit > Preferences > Viewport > Textures > Limit size`\n- Paint the plane.\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",
"Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)",
"OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.",
"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)",
"Channel numbers becomes unreadable with extreme zoom\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8476\n\nBroken: version: 2.91.0 Alpha\n\n\n{[F8909669](image.png), size=full}\n\n\n"
] | [
"Moving object (or whatever) on some axis produces a graphical glitch\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nImage self-explanatory\n\n\nPress G to move something and then choose some axis x,y,z and you the line is much thicker than it should be\n(Some shallow angles don't produce this bug)\n",
"Axes overlay when moving an object has become very large (Thick Line Width preference)\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: 2.90\nCaused by 649b0ccac8\n\nIn one of the last few builds, suddenly the overlay of the axes when moving has become very large. See image:\n\n\nDefault scene\nPress g, shift z (or any other axis)\n\nThis has to do with the **Preferences - Interface - Line Width** settings. If it's set to **Thick** the bug appears.\n",
"Transform constraint viewport indicators are oversized\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\n\nThe transform constraint viewport indicator lines are oversized and scale with the zoom level rather than being a fixed pixel size\n\n\n - Open the latest master\n - Enable the Move tool\n # Click and drag on any of the handles\n\nThis image shows the oversized transform constraint indicator lines:\n\n\n\n\n",
"auto line width is changing the transform lines to be massive with resolution scales larger than one.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nauto line width is changing the transform lines to be massive with resolution scales larger than one.\n\n\n\n\n\n",
"too wide axis lines while scaling and moving objects\nOperating system: Debian Sid Linux\nGraphics card: NVidia GeForce 2070, Driver version 450.66\n\nBroken: (2.91 alpha, since commit 649b0ccac8b514b471cdeede97b1a2839c2176b9)\nWorked: (2.91 alpha, f17302be6b716ea5bc6b1ddfd09a2cf3b4969e37)\n\nIf I choose line width \"thick\" or \"auto\", in preferences, width of axes is going up to 150px when I press \"G\" or \"S\" for moving and scaling objects along axes (screenshots attached).\nWith \"thin\" setting it's 1px and looks really thin on HiDPI 4K monitor.\n\nBased on the default startup file.\n\n",
"Modeling Object --Scale coordinate erratic behavior\n\n\n{[F8965992](Screen_Shot_2020-10-07_at_3.29.04_PM.png)}Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.91.0 Alpha\n\n\n\n****\n\nSelected mesh to scale. Clicked s, x to scale on X and got this \"lightening bolt\". On second click on x, the more normal X indicator appears but is thicker than normal. IF I try dragging to scale using the first indicator the object scales sometimes erratically and then the whole mesh disappears from the screen (\"to infinity and beyond\") and must be selected in the Collection and Home and Dot to find again.\n\nNone of this happens in Layout mode and doing the same thing with Edit under Layout mode acts normally. Modeling mode hates my GPU! "
] |
Black screen on View Animation window
Operating system: Windows 10
Graphics card: Nvidia GTX 1060
Broken:
Blender 2.8
0fe5a789837
Worked: 8e3a680ebe3 (october)
Black screen on replay of png files though files are there and will play in other applications. Happens with all projects
Open any project, press view animation | [
"Support FFMPEG Autosplit filepaths for animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83.0\n\nIf you enable \"Autosplit Output\" under ffmpeg you cannot view the animation within blender cause \"//\" will be added to the file path.\n\n\n - load up new blender project\n - Set frame range to like 1-20\n - Set output format to ffmpeg, doesn't matter what settings\n - Enable \"Autosplit Output\" just below the container setting\n - In the viewport select \"View/ Viewport Render Animation\"\n - Wait for render to complete then select \"Render/view animation\" (ctrl+F11) \n # note incorrect file path, in my case it reads \"I:\\\\BlenderRenderCache\\\\0001-0020.mp4\"\n\n\n\n",
"Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n",
"render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n\nBefore save to PNG / After\n\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender",
"Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n",
"Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n\nFixed after closing and opening action editor view\n\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!",
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: \nFrame (14) without a glitch: \n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"Eevee - visual artifacts during irradiance volume baking\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\nBlender 2.80 (sub 51)\n\n[irradiance_volume_bake_artifacts.blend](irradiance_volume_bake_artifacts.blend)\n - Open attached file\n - Switch to rendered mode (Eevee)\n - Press \"Bake Indirect Lighting\"\n\nYou should see squares flickering:\n\nVideo:\n[Desktop 2019.03.27 - 09.18.07.01.avi](Desktop_2019.03.27_-_09.18.07.01.avi)",
"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",
"(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",
"Sound stops playing after undo\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\nLinux has this issue as well, no problem on windows.\n\nBroken: 2.92.0 Alpha\n\nSound stops playing after undoing all actions back to original file state.\n\n[#84052.blend](T84052.blend)\n\n- Open file\n- Select strip\n- Undo selection, so file is in original state\n- Play animation\n\nThere will be no sound.\n",
"Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n",
"Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n\n\nTest File:\n[#95663.blend](T95663.blend)",
"Animated curves flickers when Motion Blur and Persistent Data are enabled\nIf there is an animated curve and Motion Blur + Persistent Data are enabled, the curves will randomly appear and disappear. Here is a simplified file that reproduces the issue on master. Render the animation an notice how the curves flicker.\n\n[curvesAnimatedCyclesIssue.blend](curvesAnimatedCyclesIssue.blend)\n\n### Original Report\n\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nDisplay Graphics card: Radeon RX 580 Series 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\nCUDA enabled Graphics card: NVIDIA GeForce GTX 1650 Driver version. DCH 472.12\nCPU: Ryzen 7 2700 (16 threads, 8 cores) \n\n\nBroken: version: 3.2.0\n\n**Description of error**\nObjects disappear from what seems to be random frames close to the beginning of keyframed object transformations in renders produced with Cycles (only).\nThis appears to be the same bug as archived [#40313 ](T40313).\n\n\n\nBug is more prevalent in blender version: 3.1.2 however is still present.\nRender Examples:\n3.1: \n[3.1 build.mkv](3.1_build.mkv)\n3.2: \n[3.2 build.mkv](3.2_build.mkv)\n\nThis Project was using AnimAll addon to animate some of the objects featuring the glitch, these appare to be the only ones still glitching in 3.2. However testing this Addon in a controlled environment does not feature this behaviour, which might suggest its cause is elsewhere, but might be aggravated by animating individual vertices. \n\n* Open Attached Blend file\n* Render Animation in Cycles using files settings.\n\nThis render was made using GPU Compute with CUDA and CPU enabled in system preferences.\nEdit: works on CPU only also. Updated .Blend file with packed textures.\n\nFile removed now simplified is available\n",
"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.",
"Render Animation in Video Editor doesn't warn that source video files are missing\nOperating system: Fedora 35\nGraphics card:\n\n\nBroken: 2.90.1\n\n\nThis is more of a feature request / usability improvement than a bug.\n\nI spent quite a few hours trying to figure out why a segment of a video from a Video Editing project was rendered all black. The segment looked fine in the video editor. It turns out that I had created a proxy for the video, then I accidentally deleted the non-proxy version of the video.\n\nIt would have been very helpful for Blender to open a dialog saying something like, \"Source video file foo.mp4 missing.\" It would have saved me literally hours.\n\n\n1. Create a proxy for a video in a Video Editing project.\n2. Delete the non-proxy version of the video.\n3. Render Animation\n"
] | [
"Internal animation player shows blank window.\nOperating system: Win 10\nGraphics card: GTX 1070\n\nblender-2.80.0-git.0f5b53ba4dc-windows64\n\nThe internal animation player shows a blank window until the window is resized or moved. Then it plays correctly. Ctrl F11 launches the internal animation player and the window title bar shows that the animation .png files are being cycled through as expected but nothing is displayed until window moved or resized.\n\n\nAny animation render demonstrates this bug."
] |
Blender 2.8 - Mesh Sequence Cache modifier crashes the app when you try to import .abc mesh sequence
Operating system: Windows 7 64 bit
Graphics card: GTX 1060
**Blender Version**[05.04.19 2.8 Mesh sequence cache abc.rar](05.04.19_2.8_Mesh_sequence_cache_abc.rar)
Broken: 2.80.0-git.b2e2db94bdae-windows64, 2019-04-05
Worked: 2.79
If you try to import .abc mesh sequence into latest 2.8 blender version and play the animation, or move cursor in timeline, or switch to any frame it crashes the program. If you uncheck Sequence mark in modifiers tab then it won't be crashed but mesh won't be visible.
However you can import one frame at a time as separated objects, but not as sequence.
Blend file, video, several abc frames and system info.txt included in rar archive. | [
"Cache of cloth simulation is not read by blender after reopening the file (pre-roll)\nOperating system: Windows-10-10.0.10240 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 75)\n\n\nI bake the cloth simulation. I see the *blendcache_cloth* folder. When I close and reopen the .blend file, the data in the cache folder is not read. When I go to the physics tab, I see the *Delete Bake* button. This means that blender recognizes that I baked the simulation before but the cloth plane is not animated.\n\nNote 1 : For a small project, when I choose *Automatically Pack into .blend* it works but for some large project it doesn't work even after choosing *Automatically Pack into .blend*. Anyway, I wouldn't like to pack All because this will double the size of the texture, audio files, ...etc on my hard drive. \n\nNote 2 : I also tried the method of exporting the cloth simulation as .mdd file. When I import this file again using **File>Import**, the cloth plane is animated but it is inserted in a very very far location from its original location. The solution is to use Mesh Cache modifier and to modify the axes and to clear all transformation.\n\n1. Download the attached .blend file.\n2. Select the plane.\n3. Go to the Physics tab to see the properties of the cloth simulation.\n4. Click on \"Delete Bake\" if you find it.\n5. You may reduce the End frame so that you don't bake the whole 500 frames. You can make it 100 or 200 depending on your computer's speed.\n5. Click on \"Bake\" to bake the animation with the Disk Cache option enabled. \n6. Save the file. Close blender. Re-open the file. \n7. Try to play... No animation!\n\nI wish if there was an option to enter the path or the location of the cache folder. Thank you for your support and for caring about our bug reports. That's really appreciated :)\n[cloth.blend](cloth.blend)\n\n\n",
"Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n",
"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",
"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```",
"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.",
"Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash when 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)",
"Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)",
"Draw: Codegen crash MSVC 2019 debug build Mr elephant eevee\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nFirst not working commit: d2728868c01d97540c9e5cd24adcf5f0ae6b232a (I did a bisect)\n\nBlender compiled in debug mode with MSVC 2019 is crashing in the joined scene when we switch to eevee\n\n- Compile blender master (2023/01/31) with Visual Studio 2019 in debug mode\n- Open blender with Visual studio 2019 debugger\n- Open the file joined here\n- Switch to eevee rendered mode\n\n- > it is causing a crash since the commit I mentionned\n\n\nMr elephant optimized .blend:\n\n[mr_elephantAnimed_fixed.blend](mr_elephantAnimed_fixed.blend)\n\ngif:\n\n\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",
"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",
"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 When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)",
"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)"
] | [
"Alembic Sequences Do Not Play Back When Scrubbing The Timeline, Crashes Often\nOperating system: Windows 10 Build 17763\nGraphics card: GTX 1080\n\nBroken: (2.80, 9099305771ec, Beta, 2019-03-18) through (2.80, 700346d377dd, Beta, 2019-03-30)\nWorked: (2.79, f4dc9f9d68b, Stable, 2018-03-22)\n\nI have already shed light on this issue here, #62720, but I decided to re-issue a bug report to consolidate my findings over the past 2 or so weeks.\n\n\nWhen importing alembic sequences into Blender in 2.79, the mesh sequence plays when scrubbing the timeline like normally. When importing into 2.80, scrubbing on the timeline results in either Blender crashing, no frames of the sequence updating unless switching from edit mode and back to object mode, or Blender crashing at random points.\n\nThis is the error that shows up when attempting to scrub on the timeline or when Blender crashes. I have also attached a video displaying the issue.\n\n```\n wm_event_do_handlers: Handling event\n wmEvent type:3 / RIGHTMOUSE, val:1 / PRESS,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0,\n mouse:(50,51), ascii:' ', utf8:'', keymap_idname:(null), pointer:000001A2DBD67F98\n [SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL()\n [SCScene :: View Layer]: Accumulated recalc bits for OBmesh: 2\n [SCScene :: View Layer]: BKE_object_eval_uber_data on OBmesh (000001A2DBDD7D58)\n [SCScene :: View Layer]: BKE_object_handle_data_update on OBmesh (000001A2DBDD7D58)\n Alembic: error reading mesh sample for '/mesh/mesh_shape/.geom' at time 0.000000: IPolyMeshSchema::get()\n ERROR: EXCEPTION:\n IScalarProperty::get()\n ERROR: EXCEPTION:\n Ogawa IStreams::read failed.\n ERROR (bke.modifier): C:\\Users\\Aternias\\Desktop\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\modifier.c:389 modifier_setError: Error reading mesh sample; more detail on the console\n Depsgraph updated in 0.005543 seconds.\n UI_menutype_draw: opening menu \"TOPBAR_MT_editor_menus\"\n UI_menutype_draw: opening menu \"TIME_MT_editor_menus\"\n UI_menutype_draw: opening menu \"VIEW3D_MT_editor_menus\"\n [SCScene :: View Layer]: Operation is entry point for update: GEOMETRY_EVAL()\n [SCScene :: View Layer]: Accumulated recalc bits for OBmesh: 2\n [SCScene :: View Layer]: BKE_object_eval_uber_data on OBmesh (000001A2DBDD7D58)\n [SCScene :: View Layer]: BKE_object_handle_data_update on OBmesh (000001A2DBDD7D58)\n```\n\n\nImport the attached alembic files as a sequence, the beginning of water flow will appear (The original file is much longer, but I consolidated it into 16 frames for example sake).\n\n[NEW ALEMBIC.zip](NEW_ALEMBIC.zip)\n[2019-03-30 18-09-00.mp4](2019-03-30_18-09-00.mp4)",
"Importing Alembic Mesh Causes Blender To Crash As Well As Alembic Sequences/Playback of Alembic sequences does not work\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: (2.80, 9099305771ec, Beta, 2019-03-18, as found on the splash screen)\nBroken: (2.80, a29186efb414, Beta, 2019-03-18, as found on the splash screen)\nBroken: (2.80, 40e85a603c98, Beta, 2019-03-19, as found on the splash screen)\nWorking: (2.79, f4dc9f9d68b, Stable, 2018-03-22, as found on the splash screen)\n\nWhen importing an alembic mesh sequence (and sometimes and alembic mesh), Blender will just up and crash immediately after pressing import. If I'm lucky enough to get it to import (which sometimes it will), playback of the sequence will result in Blender freezing and eventually crashing. I have 32gb of RAM so I don't believe memory would be a cause to this, I'm not sure though. It works perfectly fine on 2.79.\n\nI have tried multiple blender projects, even new blender projects from scratch, importing different meshes from different programs, even exporting from blender and importing back into blender causes a crash. Sometimes the alembic mesh and sequence will import fine, but even if it does, attempting to play a large sequence (200 frames long imported from RealFlow 10) will cause Blender to lock up, choke, and hard crash. Again, works fine on 2.79.\n\nImport > Alembic Mesh (.abc)\nImport > Alembic Mesh (.abc) > Sequence\n\n[Untitled.wmv](Untitled.wmv)"
] |
Cursor not visible in viewport, same colour as background
Operating system: Linux-5.10.79-1-MANJARO-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44
Gnome Shell 41.1 GTK 3.24.30
Broken: version: 2.93.5
Worked: Not sure
After entering edit mode in the 3D viewport the cursor becomes a crosshair with the same colours as the background making it nearly impossible to use. I've tried changing the system cursor colour but still get the same outcome.
Select the cube, press tab, cursor is no longer visible.
| [
"Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n",
"Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.",
"GPencil: Stroke not working with Holdout\nOperating system: Windows 10\nGraphics card: GeForce GTX 970\n\nBroken: 2.82a, as found on the splash screen\nWorked: Never\n\nSetting a collection as holdout in view layer options in cycles works as expected on grease pencil objects in the viewport render preview, but does not work on grease pencil objects when rendering. The entire grease pencil object is visible in the renders, whereas in the viewport render preview the parts of the grease pencil obscured by foreground objects set to holdout is alpha. \n\nCreate a grease pencil empty behind the startup cube. \nDraw some stuff. \nPut the startup cube in a collection and set the engine to cycles. \nFrom the view layers options for the new collection containing the startup cube, set it to holdout. \nTurn on render preview from the viewport shading options. Notice that the cube is invisible, along with the parts of the grease pencil that had been obscured by the cube.\nPress F12\nNotice in the rendered image that all of the grease pencil is visible, even the parts we had expected to be alpha masked from the startup cube holdout.\n\nSee the attached blend file.\n[HoldoutTrouble.blend](HoldoutTrouble.blend)\n",
"No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n",
"Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.",
"Alembic Import: Visibility\nOperating system: Microsoft Windows 10 Pro, 10.0.18362 Build 18362\nInstalled Physical Memory: 64.0 GB \nGraphics card: NVIDIA GeForce GTX Titan Black, Driver 26.21.14.3064\n\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: build date: 2019-07-29, 09:44 AM\n\nWhen importing Alembic files, visibility is not recognized by Blender as it is in other 3D applications. This is important when using multiple proxy objects in another application that need to be invisible when imported.\n\n\n*Example Alembic with Visibility*\n[Alembic_Visibility.abc](Alembic_Visibility.abc)\n\n1. Turn off the visibility of an object in the Outliner (I tried this with Cinema 4D and Blender)\n2. Export Alembic\n3. Import the file\nBlender does not recognize the Visibility properties\n\n*Example Blend file with Example Alembic attachment above*\n[Alembic_Visibility.blend](Alembic_Visibility.blend)\n\n*Implementation of other Alembic Properties may also be considered as in Cinema 4D's Alembic Import Dialog*\n{F7705176}",
"No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\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.",
"3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n",
"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",
"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\n\nAfter clicking the glossy node header a few times:\n\n",
"Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n\nobject hidden for camera (still some artefacts)\n\nobject excluded from render - no artefacts\n\n\n[OverlapBug.blend](OverlapBug.blend)",
"Workbench: shadow/face still visible at clipped side of view\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\n\nClipping view do not clip shade effect\n\n\n\n[untitled.blend](untitled.blend)\n",
"Grease pencil stroke partially invisible until mouse-up\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\nWhile drawing in the attached scene the stroke is only partially visible. The full line becomes visible only on mouse-up\n\n* open the attached .blend\n* draw over the area with the 3d geometry behind it, only part of the line will show until you end the stroke (see video below)\n\nScreen recording of the problem: Jehz9YAXmE0\n\nBlend file: [gpdrawbug.blend](gpdrawbug.blend)\n\n",
"Operators for visibility on active face set missing from menus\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe default hotkey to show or hide the active face set does not appear in the menus.\n\n\n- Open Blender\n- Switch to Sculpt Mode\n- Use the Draw Face Set brush to create some face sets\n- Use the shortcut `H` and `Shift H` to control the visibility of the active face set\n- Search for the mneu entires of these shortcuts"
] | [
"Mouse cursor is virtually invisible\nOperating system: Manjaro 21.1.0 Pahvo\nGraphics card: NVIDIA GeForce RTX 2060\n\n```\nscreenfetch -n \n dan@workstation\n OS: Manjaro 21.1.0 Pahvo\n Kernel: x86_64 Linux 5.10.53-1-MANJARO\n Uptime: 1h 25m\n Packages: 1702\n Shell: zsh 5.8\n Resolution: 5760x1080\n DE: GNOME\n WM: i3\n GTK Theme: Adwaita [GTK2/3]\n Icon Theme: Adwaita\n Font: Cantarell 11\n Disk: 326G / 955G (36%)\n CPU: Intel Core i9-10850K @ 20x 5.2GHz [47.0°C]\n GPU: NVIDIA GeForce RTX 2060\n RAM: 3991MiB / 32003MiB\n```\n\n\n```\nblender --version \nBlender 2.93.1\n build date: 2021-07-23\n build time: 09:45:23\n build commit date: 2021-06-22\n build commit time: 05:57\n build hash: 1b8d33b18c2f\n build platform: Linux\n build type: Release\n build c flags: -Wall -Wcast-align -Werror=implicit-function-declaration -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wlogical-op -Wundef -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Wformat-signedness -Wrestrict -Wnonnull -Wabsolute-value -Wuninitialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable -Wimplicit-fallthrough=5 -D_FORTIFY_SOURCE=2 -march=x86-64 -mtune=generic -O2 -pipe -fno-plt -fuse-ld=gold -fopenmp -std=gnu11 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -ffp-contract=off -msse2 \n build c++ flags: -Wuninitialized -Wredundant-decls -Wall -Wno-invalid-offsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Werror=return-type -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wformat-signedness -Wrestrict -Wno-suggest-override -Wuninitialized -Wundef -Wmissing-declarations -Wimplicit-fallthrough=5 -I /usr/include/python3.9 -fuse-ld=gold -fopenmp -std=c++17 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -ffp-contract=off -msse2 \n build link flags: -Wl,--version-script='/build/blender/src/blender/source/creator/blender.map'\n build system: CMake\n\n```\n\n\n\n\nHow can I make this mouse cursor more visible in edit mode? Right now it's pretty much unusable.\n\nBased on the default \n\n1. Select any object\n2. Enter edit mode\n3. Loose your mouse, and your mind\n\nInitially mentioned [here](mouse-cursor-is-virtually-invisible)"
] |
OpenCL on Radeon RX480 still not work
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009
Broken: version: 2.91.0
| [
"Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n\n\nNot sure if this can be a bug. Please check.",
"Cycles principled BSDF artifact with transmission and IOR 1.0 (GPU)\nOperating system: win 10 pro\nGraphics card: 1070\n\nBroken: 2.79b\n\ncircular banding with transmission and ior set to 1 using principle shader. (only happens in gpu rendering not cpu)",
"Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ",
"Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n",
"eGPU doesn't get used by EEVEE on Windows (Mac / Bootcamp)\nOperating system: Windows 10 1903 (Bootcamp)\nGraphics card: Radeon RX 560, Radeon RX Vega 64\nDevice: Macbook Pro 15\" 2018\n\nBroken: 2.82\n\nWhile using a eGPU on Windows 10 via Bootcamp, Blender doesn't use the external GPU to accelerate and power EEVEE. No matter if the Blender Graphic Setting preferences are set to High Performance, ergo utilizing the RX Vega 64 in any scenario. Missing usage of the external GPU can be tracked via the Task Manager -> Performance Tab. (See screenshots).\n\n**Note 1:**Cycles on Windows/OpenCL recognize and uses the external GPU with no issue as expected.\n\n**Note 2:** On Mac OS Catalina, EEVEE can use the external GPU as expected by enabling the option 'Prefer External GPU'.\n\nSo the problem affects only Windows when an external GPU is used for EEVEE only.\n\n\n\n\n\n\n\n- Open Blender and launch a rendering with EEVEE\n- Check GPU usage through Task Manager \n- On any operating during rendering the external GPU is not used at all.",
"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**",
"Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n",
"Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n",
"ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nIf ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.\nThis combination worked in 2.83\n\nI attached a snapshot image in both cases 2.90 and 2.83.\n\n\n\nLeft image is 2.90, and Right image is 2.83.4.\nThe object becomes fully transparent in 2.90 case.\n(Though, It works if blend mode is alpha blend. \nThe problem is only in alpha clip or alpha hashed mode.)\n\n- Open the attached file in blender 2.83 and 2.90\n- Compare the viewport of both\n[ShaderToRGB_Problem.blend](ShaderToRGB_Problem.blend)",
"Error de progama\nno me aparece el modo vèrtice\n\n",
"Performance iGPU with traffic-sim\nDuring testing of the traffic add-on on an 10th gen iGPU the frame rate dropped when agents were added to the scene.\n\nWill share detail soon",
"Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n\n\n\n\n\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)",
"Blender crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n",
"OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n",
"GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n"
] | [
"Blender don't render on Radeon RX480 & AMD FX 8-Core CPU\nOperating system: WIn 10 2004 - AMD FX 8-Core, 16GB RAM\nGraphics card: Radeon RX480 Driver 20.8.2\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.83.5 and earlier\nWorked: unknown - new user\n\nCycles - Render Image - initialize but then nothing happend. System isn't freezed. Render in bottom status bar 0%. - \n\ninstalled 2.83.5. Loading free example of title screen 2.83 to test blender. Evee works. But if i switch to Cycles and try to render the image only render initialize the render but is still at zero percent and do nothing.."
] |
Boolean: Bmesh doesn't work well with some geometry compared to Carve
worked in: 2.79b
doesn't work: builds without Carve
Problem with removing Carve from options - There are instances where it works better. It should not be default but it should be there.
Open file and change Boolean type from Bmesh to Carve and back.
[BMeshDoesntWork_CarveDoesWork.blend](BMeshDoesntWork_CarveDoesWork.blend)
Screens:
**Carve**

**Bmesh**
 | [
" Improve PBVH building performance or PBVH_FACES\nIn high poly meshes, PBVH building for meshes could take several seconds, which affects performance when switching objects and when using tools that modify mesh topology (remeshers, mirroring trimming...).\nAs mentioned in #68873 it can be improved by multithreading it. \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)",
"Support warnings for field input nodes\nField input nodes evaluate in a context, but currently they give no warning if they do not support\na particular context. The initial goal is to add a warning like \"Input node does not support geometry type: Mesh\" on the spline parameter node in the following situation:\n\n{[F12738459](image.png) size=full}\n\n### Implementation\nA potential implementation isn't clear.\nIt seems there needs to be a way to keep track of which node (`bNode`, `NodeRef`, `DNode`, etc.) the field input node came from.\nThen the field evaluation system should have a way to collect errors and return them to the caller. Or maybe the caller can pass a\n\"logger\" class to the field evaluation system. That generalization could allow more specific breakdowns of node timing in the future.",
"Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n",
"Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\nOut of scene frame range:\n\n\nInside scene frame range:\n\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\n\n",
"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).",
"Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n",
"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",
"Stabilize boolean's epsilon use, write tests\n**Motivation:** resolve bugs in boolean code.\n\n**Description:**\n\nCurrently booleans use epsilon comparisons in a non-uniform way,\ncausing near edge-cases for fall *in-between* detecting a segment and an end-point intersection.\n\nThis would resolve some of the open bug reports we have now.\n\n**Estimated Time:** 2 weeks\n\n- 1 week writing tests, make sure existing bug reports are covered by these tests.\n\n *This is very important since currently there aren't any good ways to know if a change to boolean code breaks edge cases.*\n\n- 1 week (max) to go over current boolean code and make all comparisons uniform\n\n *(may be a day or two as well, just needs to be done carefully, possibly re-working intersection code)*\n\n\n```\n",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n\n\n\n",
"GN Boolean failure\nOperating system: Linux, Debian (Stable), KDE\nGraphics card: 3090\n\nBroken: 4.0.0 Alpha, branch: main (modified), commit date: 2023-06-29 23:21, hash: f47eed749eaf, type: Release\nbuild date: 2023-07-21, 00:45:10\nWorked: Not sure. 3.6 fails too.\n\nBoolean of a collection of meshes and text objects, in GN, with Realize Instances, fails.\nText objects have a text extrude size set. They all have remesh modifier as well (an attempt to get it to work).\n\n1. Load attached blend.\n2. Examine and see the text objects are not successfully boolean-differenced from the block.\n\n",
"Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values",
"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\n\n\n\n\n\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)",
"Bevel Vertex selection stops after for planar geometry\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1060 3 GB\n\n2.83.2\nBevel Vertex does not maintain the selection for planar objects. For other objects the selection is transferred onto the verts created from the Bevel.\n\nCreate a plane, circle, or any planar object/ \nIn edit mode, Bevel any amount of vertices (ctrl+shift+B) on a plane, circle, or any other type of planar geometry and try to bevel any number of the corners.",
"Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n"
] | [
"Boolean Modifier Bug, Blender 2.78a\n \nBoolean Modifier does not work as expected in some cases. I made a simple file with an example. In a first layer there are two objects, namely cylinder and torus. On a cylinder there is a Boolean Modifier with a Union operation, but it does not produce an expected result. On a second layer there is a broken result with applied Boolean Modifier. On a third layer there is an example of expected result which you can get if you slightly move a torus in any direction before apply action. \nI can not reproduce this bug in an older Blender version (tried with Blender 2.77 Windows build).\n\nThank you.\n\n*****\n\nWindows (check attach file for a system info details)\nBroken: 2.78a\nWorked: 2.77\n\n[bugboolean278a.blend](bugboolean278a.blend)\n[system-info.txt](system-info.txt)\n\n",
"BMesh booleans (track todo's)\nThis is created to keep track of TODO's for BMesh booleans.\n\n----\n\nalso test [F240062](Pixels_Pacman_BlendSwap.zip) from #46269",
"Blender 2.8. Boolean modifiers - don't work properly. When you have more than few intersected booleans operands OBJECTS/MESHES\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\nSometimes boolean don't work properly. I'm not sure what is the nature of bug. But one part is - it reproduced when I apply few booleans modificators that intersect (objects) in space to main object. And mainly it happened(more faster) on overloaded objects or when you have a lot boolean modificators on 1 complex object.\n\nSo.. this bug actually lead to another problem at once (I think they are linked/related) - that you can't create 1 complex object that will include into himself more than 1 primitive that might intersect between themselfs (this happened often too to me)\n\n--------------\nAdditional: btw same situation if you will use complex (more than 1 primitive inside with intersect meshes) main object as and boolean to him just one cube. \na6e310831bbb7c96f476355030268ab1.mp4 \n--------------\n\nFirst file from default factory settings. There are cube minus all other objects. Select and move Monkey head to see that that boolean is broken (when it will interselect with other booleans operands - you'll see glitch) d0e449790b3c337c2ffe0bac7f66518c.mp4\n[first_file.blend](first_file.blend)\n\nSecond file show that you can't \"minus\" operand that have complex form (where vertex and edges intersect or have same position ) e344bd16c613fd5faf042e8c599a1a0a.mp4\nSelect mesh named \"operand B\" and go to edit mode. Then move any of both primitives toward to another - to create interselection between them. You will see glitch.\n[second_file.blend](second_file.blend)\n\n"
] |
Video Editor: Opening several Sequencer area instances will cause bad playback rate
Opening more sequencer timeline areas will cause bad playback rate, but in preview mode it doesn't.
Have a Video Editor area open with a Sequencer and Preview and notice the playback rate.
Open another Sequencer area and notice the drop in playback rate.
(Only Sequencer areas will have this effect, but not Sequencer Preview)
As seen in this gif:

Operating system: Windows-10-10.0.17763 64 Bits
Broken: version: 2.81 (sub 11) | [
"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",
"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",
"Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n",
"VSE thumbnails improvements\n- [x] Check if reusing strip hash used by rendering job speeds up initialization with large number of strips. if it doesn't, fix it anyway. (b534806ecb) Note: it wasn't initialization that caused freezing, it was rather strip `anim` freeing, reusing ghash seems to have no impact on performance.\n- [x] To speed up loading, Check strategy to render \"guaranteed\" set of thumbnails. Especially if cache can be shared this could help a lot. (3a898db3638d) Note: better strategy seems to be other way around as far as performance goes.\n- [x] Make first (and last) thumbnail reflect actual handle position. (29b9187b327c) Note: Only first image is updated, though it's possilbe to update last one too. \n\n- Change cache so thumbnail (and possibly raw) types are keyed by path to file and disregard various context settings and Sequence pointer. Front-end should stay same. ([D12771](D12771))\n - There are rabbitholes like effect strips producing raw images and scene strips rendering at \"host\" scene resolution so simple string key is probably not enough. \n - Added complexity is, that all cache types per frame should be invalidated at once, otherwise prefetch doesn't work and issues like that.\n - Above points don't quite apply to thumbnails, but there are issues of this type in general. For example if we would implement downscaling for movies, first point will apply.\n\n",
"Viewport Slowdown on 11th gen Intel Xe graphics\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n| Graphics card: | Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 27.20.100.8935 | @tommyoliversays, @CuriousHobbyist (#93114), @Jonathan-Monsonego (#93039), @Pyer (#93505), @Charlie3521 (#93257), @ImaRealBoi (#87147)\n| -- | -- | -- |\n| | Quadro RTX 3000 with Max-Q - 4.5.0 NVIDIA 472.39 | @Stay_Here\n\nBroken: version: 2.92.0, 2.93\nWorked: 2.83 LTS (better but not perfect, just takes longer for it to start occuring, maybe an hour as opposed to around 20 minutes in 2.92).\n\nWorking on a model slowly brings viewport down to single digit framerates.\nIt seems to be a twofold issue. Whenever you hit spacebar to playback animation, Blender starts using up more RAM. After working for about 15 minutes, 2.92 RAM usage increased from ~500MB at launch to over 3GB in the same scene while idle. Rotating the viewport also spikes GPU usage to over 50%, which immediately drops back to single percent digits when idling.\n|  |  | \n| -- | -- | -- |\n| Memory at launch | 15 mins after | Spikes rotating viewport\n\n- moving verts around over time or\n- hit spacebar to playback animation or\n> In #93114#1254781, @Stay_Here wrote:\n> The most likely scenario in my case is when two or more Blender(s) are launched. For example, open Blender.exe twice, then load two different characters in the two Blender windows. Let's say, character A and character B are loaded in the Blender window A and window B, respectively. After that, I spend some time on sculpting character A, and use the character B as a reference character. In this setup, Blender window B is seldom touched or manipulated, since it is just for reference. \n> \n> After about 10 mins to 2 hours on sculpting character A on the window A and open YouTube to listen some music, I jump to the Blender window B to navigate and change the view to the reference character B. At this moment, the lag in the solid viewport in the window B can be quite likely to happen. However, at the same moment, navigating in the window A is still smooth and unaffected.\n\n\n[imp2.blend](imp2.blend)\n\n",
"Bevel modifier with many segments sometimes generates spikes\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83.0\n\nif a bevel modifier and a mirror modifier are added to an object,\na render error appears only in the mirrored object, depending on the number of bevel segments chosen.\nin the file appended, the glitch disappears as soon as the bevel modifier is applied.\n\n- Open attached file\n- increase or decrease the number of bevel segments until the error occurs.\nIt should be visible in the attached .blend file (the spike)\n\n[bevel_spikes.blend](bevel_spikes.blend)\n\n",
"VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n",
"VSE Linked external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera\nOperating system: Linux-4.9.0-9-amd64-x86_64-with-debian-9.9 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 13.0.6\n\nBroken: version: 2.81 (sub 3)\nWorked: Haven't yet tried other versions.\n\nVSE: Linking external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera.\n\n1. Create file A with Scene-A and add audio to it on the VSE.\n2. Create file B\n3. From the VSE in file B, link the Scene-A from file A. Set it's input to \"Sequencer\". On file B, playing the strip will correctly play the sound from Scene-A.\n3. Duplicate (or re-instance) Scene-A on the VSE sequencer. If the Input is still \"Sequencer\", both clips will play the audio, as expected.\n4. Switch one of the Scene-A instances to use the Camera as input. \n\nExpected behaviour: \n\nWe should be able to both see the Camera strip and hear the Sequence strip for Scene-A\n\nActual behaviour:\n\nFor all the strips of Scene-A that are set to Input \"Sequencer\", the audio will stop playing.\n\nNote: I've determined that it is not that the audio crashes: other clips with sound on the sequencer keep playing normally.\n\nNote: If I delete the strip with Input Camera and leave only the input Sequencer strips, the problem will not go away, unless I save the file like this and \"revert\" to it.\n\nI cannot find a suitable work-around. In the video that I'm producing I need to edit local sound effects on the shot sequence, and incorporate it on the larger edit.\nI cannot, therefore, both see and hear my sequence on the host sequencer.\n\n\nIf a workaround is possible (that is not reconstruct and re-import the sounds on the original scene) I'd be a happy man :-)\nThanks!\n\n\n",
"Sound continues to play if you switch between scenes without pausing the playback.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n\nSound continues to play if you switch between scenes without pausing the playback.\n\n1) Create a scene \"A\" and add a sound track to it in the sequencer\n2) Create a new scene \"B\"\n3) Go back in scene \"A\" and press play.\n4) Without pausing, switch to scene \"B\".\n\nThe only way to stop the sound is to go back to scene \"A\", press play and then stop.\nNote that sound will stop at the end of scene \"A\" end frame anyway.\n\n",
"GPencil: Massive slowdown when stroke number scales\nOperating system: Win10\nGraphics card: NV GTX960 / NV RTX 2080\n\nBroken: e03d78417a77\nWorked: never \n\n\nOur artist want to make \"gris\" quality characters with a lot of inner shades, and created a huge character with lot of strokes and did not break it down in sub objects.\nAlas when using \"Edit mode\" to animate the keys blender gets extremely choppy.\nIf we remove strokes situation gets better which leads us to believe that stroke/key storage is too linear or computed during motion\n\ndownload : view\ngo to \"strokes\" \ngo to edit mode\nselect hairs\nmove hairs around\nobserve any movement or undo is very choppy and slow \n\nnote :\nAs a dodge, we will try to split the character strokes in sub objects but we thought it would be important for this use case to be fixed because going back and forth in sub objects can be a time consuming and be counter intuitive for less technical artists.\nThank you so much for reading and creating GPencil.",
"Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)",
"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)",
"\"Sync visible range\" does not affect other windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unknown\n\nThe \"Sync Visible Range\" options in timeline does not affect the timeline on other windows.\n\n\n # Open the Blender 3.2.0\n\n # Load the default startup file. (File > De`f`aults > `L`oad Factory Settings)\n\n # Open a new window by going to \"Window > `N`ew Window\".\n\n # Change the \"Editor type\" in the new window to a timeline.\n\n # Enable the \"Sync visible Range\" options in the timeline of both Windows. (View > Sync Visible Range)\n\n # Move a timeline in the horizontal axis.\n\n**Actual Result**\nNotice that the timelines are not synchronized with each other.\n\n**Expected Result**\nThe timeline are synchronized in both Windows.\n\n**Notes**\n- This issue has not been tested on previous Blender version.\n- Timeline in the same windows sync as expected.\n- This issue occurs with any editor type in the \"animation\" category. I.E every timeline type.",
"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",
"VSE: Frame Rate Base Rounding Leads To Vid / Audio Strips Out Of Sync by 1 Frame\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: since 3.0 until now in 3.6.1 hash 8bda729ef4dc\nWorked: 2.93.18\n\nIt looks like the same bug #21138 is reappearing in the 3.x series and since the bug report is 14 years old, I created a new one.\nOld bug report: 21138\n\nMy description:\nI have a lot of projects with 29.97fps (30000/1001) and those work correctly with Blender 2.9x but since Blender 3.0 all video clips are 1 frame shorter and my projects are a mess, because the frames in all clips are also shifted 1 frame !!\nIf I set the base to 1.0009 instead of 1.001 its all fine in the Timeline, but if I set 29.97 from the drop-down menu, all clips are 1 frame shorter and shifted.\nI have this also tested with videos without any audio and that makes no difference.\nThe audio length btw is alway correct.\nI also noticed that the trick with 1.0009 is not good, because this value is then transferred to the exported video and thats wrong!\n\nI think the problems in the following posts also have the same cause?\n[audio-is-1-frame-off](https://blender.stackexchange.com/questions/51650/audio-is-1-frame-off)\n[blender-3-0-vse-audio-and-video-out-of-sync-bug](https://blender.stackexchange.com/questions/250718/blender-3-0-vse-audio-and-video-out-of-sync-bug)\n\n"
] | [
" VSE Low Playback Rate: Show Cache On will cause a lower fps\nSystem Information\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 24.20.100.6137\n\nBlender Version\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f5449\n\nHaving Show Cache On will give a lower fps(gif):\n \n\nPlay a heavy video clip in the VSE and notice the difference in frame rate when switching the Show Cache on/off."
] |
Blender keeps loading render kernels on USB-C External display
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40
Broken: version: 3.3.0
I have an asus UX8402 with dual screens, I attached a 3rd screen through USB-C.
when I use a new main window on the USB-C monitor, blender keeps loading render kernel on the inactive window if I move, touch, or do anything in the active window.
This happens even in a brand new file with only a cube in the scene.
when I bring back the windows on the laptop screen, and not the USB-C screen, that does not happen at all.
- Use a USB-C screen, (I don't have a second laptop to try this, but I will try to find and reproduce on a different system and see if it is related to USB-C only or not).
- Open a default scene or any other scene.
- Move the main window to the USB-C monitor
- Set `Viewport Render` to `Shading`
if it would be of any help, I will post links to both laptop and USB-C display manufacturer page.
External Display - [Link ](vg1655-15-6-portable-1080p-monitor-usb-c-w-60w-power-minihdmi.html#specs)
Laptop - [Link ]()
| [
"Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)",
"non stop cpu usage after motion tracking.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\nWorked: (unknown)\n\nafter tracking forward one core is running high continuously, and blender becomes unuseably sluggish until restart.\n\n\nimport a 400 frame 1080p png sequence into the motion tracker (I wont upload mine, it's too much bandwidth)\nplace 8 markers at default settings\nclick detect forward\nselect a few of the markers in the dope sheet and lock and hide them\n\nA single core and it's hyperthread will continue to run high endlessly making Blender unusable.\n\n",
"Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"4090 huge memory usage in empty scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nGeForce RTX 4090 is using over 1GB VRAM in the default cube scene instead of the normal 100 to 200MB.\n\nGot today a 4090.\nI noticed in some scenes up to 2GB more VRAM usage than with my old 2x SLI 2080ti.\n\nI tested the default cube scene, which is consuming 1115MB VRAM. Which is a little bit too high.\n\n\n\nHere's the `--debug-cycles --verbose 5` log files\n\nUsing defaults\n[cycles verbose5.log](cycles_verbose5.log)\n\nUsing `CYCLES_CONCURRENT_STATES_FACTOR=0.6`\n[cycles verbose 5 and states factor 06.log](cycles_verbose_5_and_states_factor_06.log)\n\n----\n[Addendum]\nThe crazy thing is, as soon I enable GPU + CPU, the VRAM usage is back to normal.\n\n\n\n\n\nI tested the studio drivers in versions 528.24 and 527.56 - both the same.\nSomeone who I know with a 4090 is using 527.56 without this issue.\n\n3.5 alpha is also affected.\n\nI guess this night be a Blender bug, after the VRAM usage is as expected when CPU * GPU is used.\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",
"Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)",
"Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n",
"Simulation zone pauses randomly during render\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, Cycles, and Workbench, rendering an object with a simple simulation zone applied in geometry nodes results in some rendered frames being duplicates of each other, effectively making the simulation pause at random in the final render.\n\nThe workaround is to bake the simulation zone result before rendering (see screenshot.)\n\nCheck out the attached .blend file for reproduction.\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.",
"Render automatically sets scene camera when there is none\nOperating system: Arch Linux\nGraphics card: GTX TITAN\n\nBroken: blender 2.80.68 (dfbbc5067e40)\n\n\nThe different ways in the active camera is shown isn't updating consistently, nor always correct\n\n\n- start with default scene (cube, light, cam)\n- add a 2nd camera, make it active and switch to cam view with Ctrl+Numpad0\n- use something like fly mode to get a good view of the cube\n- switch to Scene properties, note Camera is set correctly\n- delete the active camera with X\n- there's no active camera anymore, shown consistently:\n - Camera is empty in Scene properties\n - direction triangle of remaining cam is not filled\n - outliner doesn't show outline rectangle on camera objectdata\n- however, press F12, render works using the remaining camera\n- escape image view\n- select the remaining camera\n- move it a bit in 3D view\n- press F12, note that render is using new view\n- in Scene properties the Camera selection is now sometimes correct, sometimes still empty. Similar for camera objectdata icon in the outlienr. However, the direction triangle on the camera stays empty\n",
"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)",
"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",
"Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n",
"Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!"
] | [
"Dual monitor extremely slow\nOperating system: Windows-10\nGraphics card: 2080s+2070s\n32gb 3700x\n\nBroken: version: 3.1.0 Release Candidate\nworked: 2.83.19\n\n\nsetup: i have 4 monitor all plugged into the 2070s, when I'm working i use a 4k monitor for cycles rendered view and i do other stuff on a 2.5k monitor, the other monitors are HD which are not used by blender.\n\n\nthe problem is when i switch to the rendered view on the 4k monitor it will start to load render kernel for a long time, but i can render it on other monitors with no problem, (one time it loaded render kernel for 15 mins, for s simple scene like the one below)\nafter it loads render kernel, doing anything (like selecting, moving...) on the 2.5k monitor will cause the 4k monitor to go black, and load render kernel again for a long time (about 30 secs), \nand it will also say other stuff other than loading render kernel, i have attached a previous report below showing exactly what other message it shows.\n\n\ni remembered using the exact setup in a beta build of cyclesX, didnt have this issue. but maybe its file-related\n\ni have also shrunk the render view to 1080 on the 4k monitor, it is smoother but it will still load the render kernel randomly\n\n\nthis is a previous report on a similar problem, (i later find out that the scene stats doesn't really matter)\nT95561\n\nit might relate to the dual graphics card problem I've been reporting\n\ni also tried the same file in 2.83.19, load kernel instantly and have no problem at all when moving selecting, screen will not go black and load render kernel.\n\n\nuse the rendered view on another screen (4k if possible)\nthis is the blend file{[F12909854](1.blend)}\n"
] |
Normal Maps causing crazy lag in Eevee
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36
Broken: version: 2.81 (sub 16)
Worked: (optional)
Whenever I decide to use Normal Maps in Eevee, it seems to cause crazy lag, even if the strength is set to 0 or the normal map is just a flat 1x1 pixel. Although if I change it to Bump Map, I get the results I do not want although it becomes lag-free. I find this to be very strange and it most likely is a bug so I thought it should be a good thing to report
1. Have a rigged model up and ready to go
2. Add normal maps to it for the materials and BE SURE that the engine is set to Eevee.
3. Go to material view or renderred view and mess around with the rig and you will notice some lag is present.
**Blend File**
0ypm0uslhvy | [
"EEVEE baking\n",
"Blender normal map baking incorrect\nOperating system: Windows 10\nGraphics card: Quadro [P2000](P2000.txt)\n\nBroken: 2.91.0\nWorked: never\n\nHello, I am a long-time Blender user, working daily in Maya at my company. In my work I create game-optimized versions of highly detailed models, and in that process I bake normal maps using Maya's 'Transfer maps' tools. I have found, from using Maya's normal map baking tools, that Blenders' own normal map baking is highly insufficient, bordering to entirely impractical.\n\n\nAbove is the example model contained in the attached .blend scene, showing the output from baking normals in Blender, compared to the output from Maya, as well as a difference mask between the two. As you can see there is quite a large difference between the two outputs, and the Blender model has a clear baking error along all bevels.\n\nThe model itself uses the industry standard support-crease method generally used for hard-surface modeling. This method is used by many studios working with Maya.\n\n\nThe real-time model that the normal map is baked to is a simple hard-edge based model consisting of many 90 degree, sharp edges.\n\n\nThe output from Blender has many artifacts that the Maya output does not have.\n\n\n\nBake a normal map from object 'Source' to object 'real_time_mesh' and observe the difference to attached Maya output.\n\n\nMaya output\n\n\nBlender output\n\n[nrm_bake_example.blend](nrm_bake_example.blend)\nScene\n\n------------\n\nWith cage option enabled, the difference is less profound:\n\n\n[nrm_bake_example.blend](nrm_bake_example.blend)",
"Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)",
"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",
"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. \n\n\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  \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).",
"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 does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.",
"Ambiant Occlusion cycle node gives artecacts when the mesh has Custom Split normals\nOperating system: win 10 \nGraphics card: Geforce RTX 2070\n\n**Blender Version** \nBroken: 2.90.0 alpha\nWorked: N/a\n\nOn my mesh , with custom normals, (i applied a withged normal modifier) \nI had to clear the custom split normal date to get rid of artefacts given with the Ambiant Occlusion node in Cycles\n\n\nAlso seen with smooth shader:\n\n\nAnother way to have this bug (without Custom Split normals): \n- Create a suzanne.\n- Smooth the normals \n- Use Cycles render. \n- Add an Ambient occlusion node and plug it on an Emit shader\n[cycles_ao_smooth_normals_bug.blend](cycles_ao_smooth_normals_bug.blend)",
"EEVEE motion blur in cryptomatte\nI have tested this in 2.93.3 and even blender-3.0.0-beta+v30.bd734cc4419a to check if it got added there. \nThe issue is simple to explain: cryptomattes in eevee don't include motionblur. In Cycles they do include the motion blur. Is this a known thing, will it be addressed in the next updates?\nI suppose it could also be an undiscovered bug as the blender manual describes it as following \"[...] mattes will be anti-aliased and take into account effects like motion blur and transparency.\" cryptomatte.html - well in eevee it doesn't take motion blur into account",
"EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n\n[contact shadows problem.blend](contact_shadows_problem.blend)",
"EEVEE: Nishita Sky change Sun Rotation causes shader recompilation\nBroken: version: 3.4.0 Alpha\n\nAdjusting Sun Rotation in Nishita Sky texture in EEVEE causes shader recompilation\nwhile adjusting sun elevation is not causing shader compilation and allow to realtime adjustments\n\nThis makes impossible to have animated sun position.\n**Steps to Reproduce**\n- Open .blend file -> switch to viewport rendering\n- Change rotation value with slider\n[#101197.blend](T101197.blend)\n[nitsha.mp4](nitsha.mp4)",
"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)",
"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",
"Text Editor scrolling lag, macOS Metal backend\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThere is a lag when scrolling in Text Editor. (macOS, Metal backend)\n\n- In text editor, open a big text (like `gizmo_custom_geometry.py` from Templates)\n- Try using MMB-drag or try scrolling on the trackpad\n\nMMB-drag: you will see some page lag from the cursor, while with OpenGL the page moves with the cursor.\n\nTrackpad: if you scroll, stop and hold; the text will continue scrolling after you stop your fingers. When using the OpenGL backend it stopped immediately.\n\n",
"Noise nodes with high detail and lacunarity values outputs erratic values\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: ?\n\nLacunarity option was exposed with 0702c24a36. Not sure if that commit caused or exposed this issue because I don't think there was a way to change lacunarity value at user-level before that. Maybe the latter since Musgrave and Voronoi textures seem to have similar issues with high values.\n\nNoise node with high detail and lacunarity values outputs erratic values (values outside of the expected range, nan, inf) in Geometry Nodes. It seems there's no issue in Shader nodes until you give them very high values (ex: detail 15.0, lacunarity: 500.0) but I'm not sure.\n\nNotice that even with the Normalize option enabled it outputs values higher than 1.0 (see the spreadsheet).\n\n\n\n\nTest file: [noise_node_values.blend](attachment)\n\nIt seems this happens when combination of detail and lacunarity values are high.\n\nThe easiest way to trigger the error is set both values very high. It will probably outputs all nan values.\n\n### Detail: 10.0, Roughness: 1.0, Lacunarity: 10.0, Normalize enabled\n\n\n\nWith not so high values, it usually outputs values outside of the range.\n\n### Detail: 6.5, Roughness: 1.0, Lacunarity: 7.5, Normalize enabled\n\n\n\n"
] | [
"Eevee: Normal maps in tangent space on animated character is slooow\nOperating system: Windows 10 (64bit)\nGraphics card: Nvidia GTX 970M, driver 417.71\nCPU: Intel I7-6700HQ\nRam: 16GB\n\nBroken: blender-2.80.0-git.ad707115d5bc-windows64 (2019-01-17 10:44)\n\nWhen using normal map node in tangent space on a skinned character, animation playback becomes very slow (~15FPS). Maybe tangents aren't cached properlyand calculated every frame?\n\n\nI can't share the specific .blend, but here is info:\n- Mesh has 15K tris\n- Normal map is 2048x2048\n- Armature has about 50 vertex groups (it's from mixamo)\n\nScreenshot with tangent space:\n\n\nAnd in object space:\n\n"
] |
Mesh overlays covers and hide Grease Pencil strokes
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47
Broken: version: 3.0.0 Alpha
When stroke is close to surface or it is over surface in some specific angles, face orientation overlay and fade geometry overlay cover strokes and make it less visible and recolored.


[2021-07-20_02-03-08.mp4](2021-07-20_02-03-08.mp4)
[overlays.blend](overlays.blend)
| [
"Grease Pencil Blur makes a tight white line beteween to diferent GP Objects.\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 516.94\n\nBroken: version: 3.6.0 Alpha\n\nWhen I use Blur effects on a GP object, it makes a tight white line between to different GP Objects. But, depends on which angle you look at, and this bug disappears.\n\n\njust added a blur effect on a grease pencil on render preview mod.\n\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)",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Grease pencil edit mode proportional edit \"connected\" bug\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nProportional edited vertices from a mesh behave different when editing in \"only connected\" than GP points do. Mesh points (vertices) calculate the influence by the length of the path, while GP strokes react as soon as they get into the influence circle.\nTheleft rectangle in the picture is a mesh, the rectangle on the right is a grease pencil object. Notice how the points react differently.\n\n\n\n[ProportE.bug.blend](ProportE.bug.blend)",
"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",
"Ambient Occlusion: Add thickness heuristic\nAdd thickness heuristic to reduce the AO from very thin objects as described in \"Practical Realtime Strategies for Accurate Indirect Occlusion\"",
"GPencil: Brush and stroke size related issues\n**Description**\n\nWhen drawing in grease pencil, control over the brush size and the thickness of the stroke is of course extremely important. Currently, there are some inconsistencies and confusing behavior that need to be addressed. Here is a list of current issues and some new proposals.\n\n - **Brush Radius:** Currently, the brush size can be changed via this slider in draw mode.  The name displays \"Radius\" and the tooltip reads \"Radius of the brush in pixels.\", but this is not consistent with the thickness of the strokes. If the user sets the **radius** to 100px and the *Stroke Thickness* option in the object data properties is set to *Screen Space* the stroke has a **diameter** of 100 pixels. If the *Stroke Thickness* is set to *World Space* the stroke has a **diameter** of 0.1 meters. A simple solution is to change the UI name from \"Radius\" to \"Size\" and clarify in the tooltip that the thickness or diameter of the stroke is meant.\n - **Radial Control:** When the user changes the brush size via the radial control (shortcut {key F}) the control has a **radius** of the given pixel value, not (like mentioned before) a **diameter** of the pixel value set.  \n - **Brush size in World Space** When the *Stroke Thickness* in the object data properties is set to *World Space* the displayed thickness of the strokes in that grease pencil object are calculated via the following formula: `((line_change + stroke_thickness) * pressure * pixel_factor) / 1000.0f` E.g. when all adjustment values are set to their default value then **1px (stroke thickness) = 1mm (world space)**. Currently, there is no way for the user to know this. The UI gives no indication of this and the manual also does not mention it. A possible solution is to change the units of the brush from pixels to meters and also do the right conversion so that the size is correctly displayed in the UI.\n - **Drawing in screen space/world space:** The user can change the stroke thickness (screen space/world space) in the object data properties. That means that *all* strokes in the grease pencil object will be either drawn using the screen space thickness in pixels or the world space thickness in meters. But there is currently not a way to choose the brush size to be in screen or world space. In sculpt mode, the user can choose the brush size \"reference\" (Radius Unit).  This would also be useful for grease pencil. \n # **Brush size indicator:** At the moment there is no visual feedback on how big the current brush is. A solution could be a \"ring\" around the cursor and deactivate it during drawing so it only shows up before starting the stroke.\n\n---\n**Related reports:**\n#83675, ",
"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.",
"Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n\n\n",
" Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.",
"GP kills bloom\nOperating system: Linux-5.15.0-83-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.3 Release Candidate\nWorked: \n\nWhen you have mesh objects emitting in front of grease pencil objects, bloom doesn't work there.\n\n\n",
"Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).",
"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\n\n\n\n\n\n",
"Overlay center face doesn't work properly in ortographic mode\nOperating system: Windows 10\nGraphics card: RTX2060 Super\n\n\nBlender doesn't hide properly the center face in ortographic mode, showing the center until 0.17 units of deep.\n\n\nTo reproduce\nCreate a monkey mesh, enter in edit mode, activate face center overlay, change the view to ortographic.",
"Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n"
] | [
"Grease pencil edit mode visual bug\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: 2.92.0 Alpha\nWorked: 2.90\n\nWhen strokes visually overlap with 3D models in GP edit mode I get this strange effect:\n\nThe colors of the parts of the strokes that overlap with the model change with the background color. The doubled stroke seems to project onto the model somehow and moves around depending on camera angle and zoom level. It's fixed when I turn off all overlays, but none of the individual overlay settings affect it. The effect also disappears if I turn on X-ray in the viewport settings and set it to anything less than 1.0.\n\nScreenshot with different viewport color and zoom level:\n\nSomething similar happens when editing the model as well:\n\n",
"Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n\n\noverlay off:\n\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n",
"Strange grase pencil brush rendering since 2.91 version \n[Test.blend](Test.blend)\n\n[Test.blend1](Test.blend1)\n\n\n\n\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nI've been using a custom grease pencil brush. When I draw on blender 2.90 in front of a geometry it looks perfectly fine. But if I use it on Blender 2.91 or 2.91 I always get a strange white base color behind each stroke. It looks like if the transparency or the alpha on the brush it's not completely rendered in real time. \n\nI attached a file where you can compare the look on different Blender versions, it consist of several lines drawn on front of a cube, the custom brush I'm using it's also on the scene. It's very noticeable as soon as you continue drawing on that same layer. \n\nThanks in advance. \n\n"
] |
Seams and bewel weights are removed when Boolean modifier is Applied (creases and sharp edges are kept)
Operating system: Win 10
Graphics card: GTX 1070
Broken:
blender-2.80.0-git.0f5b53ba4dc-windows64
when applying boolean modifier some edges data is lost

1. add a cube
2. add bevel edges or seams
3. use boolean modifier
Based on the default startup or an attached .blend file (as simple as possible). | [
"Concave cutter causes bevel with arc outer miter to produce weird geo with protrusions inside the negative space of the cutter\nOperating system: Manjaro Linux\nGraphics card: NVIDIA GeForce GTX 1060 6GB\n\nBroken: 3.1.2\nWorked: 2.79.0\n\nCreate a mesh and give it a concave wall (i.e. a cylinder with 6 sides, subdivide one face from top to bottom, and move it in towards the center on the x and y axes), and create a difference boolean on the top of the default cube and hide the cutter. Next, grab a cylinder a decent number of sides (32 is fine), and create a union boolean inside the negative space of the cut. Finally, add a bevel modifier to the cube, set the Miter Outer setting under Geometry to Arc, and you should see geo similar to as shown in the screenshot below.\n\nThe bottom surface of the cutter is completely flat, however rotations of the complete surface does not affect the bug. There is a workaround to prevent the weird geo by performing separate bevels before and after the protrusion boolean.\nHere is a sample blend file demonstrating the bug using the instructions above:\n\n[sample.blend](sample.blend)",
"Booleans are completely breaking on my object\nOperating system: macOS Monterey (ARM64)\nGraphics card: Apple Silicon `M1`\n\nBroken: 3.2.0 Alpha & others\nWorked: *2.83.X*? (reported in comment)\n\nBooleans can often be very touchy and may require positioning them just right for them to do operations properly. It seems that it really depends on where the vertices line up. I've been cutting window slots out of ridged galvanized steel plates using boolean cubes and it's worked for every other object. However, this one particular piece in my scene has been causing endless trouble for me despite being the exact same procedure. Seems as though I need to put my boolean objects in the EXACT RIGHT place for them to work right. I found that adding a ludicrous number of subdivisions w/ the subsurface modifier can somewhat help, but it greatly depends on whether or not I position my cubes in the right spot. It is preventing me from placing my windows where they need to go on my scale accurate historic building recreation. I don't know why this object is being so temperamental but it is blocking me from making any progress on this side of the building and I'm afraid I'll keep running into the problem later on.\n\nI may post additional demo files that showcase more boolean issues as I frequently run into problems of faces not being filled properly, crappy vertex extrusions, objects being weirdly combined instead of differenced, and many more annoyances. I hope booleans can get a lot more love from the developers so that they work as intended.\n\n\n\nI'm not entirely sure how to reproduce an issue like this. It mostly plagues more detailed models but can happen anywhere and depends on object positions, alignment, topology, and so on. Attached is a problematic file.\n\n**Attached file information**\n[F12870489](brokenBooleans.blend.zip) There are several issues present. For one thing, the boolean modifier is struggling to cut a simple rectangle out of a plane. It is adding geometry to certain parts, cutting out geometry that shouldn't be cut out, and is not accurate at all. I've noticed that using the \"fast\" option usually yields better results than using the \"exact\" option. However, in the case of this object, it actually breaks it EVEN MORE! Try selecting the \"cutoutGalvanizedSteel\" (planar object) and setting the booleans to \"fast\" to see a new problem emerge. Adding a solidify modifier to the very top of the stack will fix the issue. However, booleans should work on planes, too.\n\n[F12871474](BorkedBooleans.blend.zip) Many different problems. Boolean objects are displayed as wireframes. If you see a boolean as having geometry, it's because it is being added by the Boolean modifier. The boolean modifier likes to add the boolean's geometry to the source mesh sometimes, even when it is set to difference or intersection. In issue 2, there is a mesh problem in the boolean. If you enter edit mode, you can see that the problematic vertices are selected. They crash the boolean operation altogether. Merging these vertices will solve the issue, but for more complex boolean objects, this may not always be an option.\n\n[brokenBooleans.blend.zip](brokenBooleans.blend.zip)\n[BorkedBooleans.blend.zip](BorkedBooleans.blend.zip)",
"Sculpt Mode Border Mask Tool Todo\n## Sculpt Mode Border Mask 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 mask, 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",
"Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n",
"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?\"",
"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\n\n\n\n\n\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).",
"Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).",
"Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n",
"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)",
"Video Editing (outline on the border)\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nSome images with an alpha channel have grey outline when scaled up and different bicubic or bilinear interpolation is used.\n\nIssue is visible immediately after opening .blend file\n[#86861.zip](T86861.zip)",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"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",
"Custom normals doesn't properly sets on corner cases using \"Set From Faces\"\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.92.0 Alpha\n\nWhen there is two faces with sharp edges \"Set From Faces\" operator doesn't seem to perform as intended - it produces one normal instead of two separate.\n\n\n\n\nUse attached .blend for testing\n\n[set_from_faces.blend](set_from_faces.blend)\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\n"
] | [
"Mirror modifier does not propagate bevel weights.\nOperating system: Windows 10 Pro\nGraphics card: Geforce GTX 1060\n\nBroken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-29 17:33, hash: 23284e4dde5, type: Release\n\nThe mirror modifier does not properly propagate (edge) bevel weights, they vanish on both the mirrored and original sides.\nA subsequent bevel modifier is not affected by bevel weights the user has specified.\n\nThe attached .blend illustrates the problem.\n\n[mirror_bevel_weight_bug.blend](mirror_bevel_weight_bug.blend)",
"Bevel weight is missing after Subsurf modifier \nWin7 32 bit\n\nBroken: 2.78\n\nBevel modifier can't read weight info, if it has been placed after Subsurf modifier. I found some reports here from the 2008 (#17329) where it says it was fixed, but it doesn't work neither in 2.76, no in 2.77 and also in 2.78\n\n[Bevel_weight.blend](Bevel_weight.blend)\n\n"
] |
Undercounting frames in BGE
Windows 7 64-bit, nVidia GeForce GTX 560ti
Broken: 2.71
Send a message to an object and have it do an animation. Animation is 3 frames long and set to Ping Pong in logic bricks, but if message is spammed to object it doesn't do all frames, i.e. it will do 2 frames once, 4 frames the next time, accurate 3, 2, 2, randomly and inconsistently when it is necessary for it to do the exact three. Works in Blender 2.70 but not higher.
WASD to move, Mouse to look around. Left-Click the button when close enough and looking at it to activate the bridge. In 2.70, if you spam the button (meaning press it repeatedly extremely quickly for a period of time) it always perfectly opens or closes. In 2.71 after a couple clicks it will open most of the way (2 of the 3 frames or) or close most of the way, occasionally fitting back perfectly but still not being consistent. Here is a dropbox link to the .blend: bridgebug.blend?dl=0
| [
"Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\n",
"Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n",
"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?",
"Visibility differences when hiding from layer and object level properties\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: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>",
"\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n",
"Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.",
"Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n",
"F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n\n\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n",
"Grease Pencil TimeOffset modifier work incorrectly\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.07.221020\n\nBroken: version: 3.4.1\nWorked: (version: 3.2.2)\n\nAfter applying Time Offset modifier, the animation starts to twitch a little. This problem is observed when the animation starts from the zero frame.\n\nOpen the attached file. Start the animation (Time Offset modifier is enabled), we will see a slight twitch of the animation. Turn off the Time Offset modifier and we will notice that the animation has become smoother. If you set the animation range from 1 to 20, and move the animation frames of the Grease Pencil object to the right by one frame, the problem disappears.\nIn version 3.2.2, the modifier works correctly\n\n",
"Debug build BM_mesh_triangulate() will hang forever if mesh face count is high.\nOperating system: Xubuntu 20.04\nGraphics card: NVidia K5100M\n\n\n**Broken ONLY WITH `Debug` build**: Blender 3.0.0 Alpha (It should have been broken way earlier)\nWorked only with `Release` and 'RelWithDebInfo' build: Blender 3.0.0 Alpha\n\n\nThe call to `BM_mesh_triangulate(bm, quad_method, ngon_method, 4, false, NULL, NULL, NULL)` does not exit on some bigger meshes. Specifically, it seems to have been stuck inside `BM_face_kill(bm, faces_double->link);`.\n\n(if you call it with bmesh `op` and `slot_in/out` arguments it will run properly)\n\n\n1. Open 0_rougue_bucket.blend provided below.\n2. Add -> GPencil -> Scene Line Art **OR** go into sculpt mode and enable dynatopo (where it uses the same triangulation call).\n\nOn my machine the bucket runs fine with subdiv levels 1-2 and above 3 the bug shows. The subdiv value in that file is 3.\n\nNote that the bug is only reproducible in `Debug` build. Seems that function doesn't like meshes that has face count higher than a certain amount...\n\nMy guess would be there's a lot of checks in debug code path in the function, somewhere it reaches a case where the memory pool gets corrupted. It never quits, in the task manager, memory doesn't show any changes at all. (It's way below my 32G system memory so it can't be there being not enough memory).\n\nSince this triangulation call is related to sculpt as well so I'm gonna ask if this happens to @PabloDobarro in debug build...\n\n[0_rouge_bucket.blend](0_rouge_bucket.blend)\n\n",
"VSE: Frame Rate Base Rounding Leads To Vid / Audio Strips Out Of Sync by 1 Frame\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: since 3.0 until now in 3.6.1 hash 8bda729ef4dc\nWorked: 2.93.18\n\nIt looks like the same bug #21138 is reappearing in the 3.x series and since the bug report is 14 years old, I created a new one.\nOld bug report: 21138\n\nMy description:\nI have a lot of projects with 29.97fps (30000/1001) and those work correctly with Blender 2.9x but since Blender 3.0 all video clips are 1 frame shorter and my projects are a mess, because the frames in all clips are also shifted 1 frame !!\nIf I set the base to 1.0009 instead of 1.001 its all fine in the Timeline, but if I set 29.97 from the drop-down menu, all clips are 1 frame shorter and shifted.\nI have this also tested with videos without any audio and that makes no difference.\nThe audio length btw is alway correct.\nI also noticed that the trick with 1.0009 is not good, because this value is then transferred to the exported video and thats wrong!\n\nI think the problems in the following posts also have the same cause?\n[audio-is-1-frame-off](https://blender.stackexchange.com/questions/51650/audio-is-1-frame-off)\n[blender-3-0-vse-audio-and-video-out-of-sync-bug](https://blender.stackexchange.com/questions/250718/blender-3-0-vse-audio-and-video-out-of-sync-bug)\n\n",
"Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)",
"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 Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)",
"Reordering menu or modifier in Properties Panel spams modal events until Blender restart.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.1\nWorked: I'm not sure the newest but tested 2.90 and it worked correctly there.\n\nIf you run *bpy.app.debug_events=True* from the Py Console, then click to move a menu or modifier in the Properties Panel, that is, drag to reorder it, you'll note that Blender goes from reporting event input data in the System Console to non-stop spamming of event.type as \"TIMER\" and event.value as \"NOTHING\" and it won't quit until you restart Blender. This can be seen by running bpy.app.debug_events, as well as in any additional addon or script that prints event.type and event.value during its modal function while running after clicking to reorder a menu or modifier in the Properties Panel.\n\nThis spamming can cause unexpected behavior in addons or scripts the user is running. For another example, if you click a menu or modifier to reorder it in the Properties Panel and then run the template code that comes with Blender \"operator_modal.py\" and paste this line within the modal function *print(event.type,event.value)* you'll see the spamming. This also happens in the latest builds of 3.1 and 3.2. \n\n\n\n\n\n\n - Open a vanilla install of Blender.\n - Go to the Scripting Workspace.\n - Enter this line into the Py Console \n\n\n```\nbpy.app.debug_events=True\n```\n\n\n - Press Enter.\n - Go to Window and press Toggle System Console.\n - Note the normal behaivor of debug_events\n - Now click and drag to reorder a menu or modifier in the Properties Panel.\n - System Console gets spammed with event.type \"TIMER\" event.value \"NOTHING\" until restart.\n - Event data of addons or scripts running modals also get spammed until restarting Blender.\n\n\n\n\n\n\n"
] | [
"2.71 getActionFrame no longer returns frames accurately\nos Windows 8\ncpu Intel 3570k\ngpu amd 7970\n\nBroken 7c9b8aa\nWorked 2.69 Official\n\n\nSince 2.71 getActionFrame will now revert to a frame of 0 once the animation has ended rather than the frame the anim ended on, as pre 2.71 did.\nSeems like another one related to multithreded anims again or maybe the unlimited layers patch?. See screenshots for clarity.\n\nThe more worrying problem is it can now never return the very last frame before it reverts to returning a frame of 0 which is bad for your logic if it works on using that very last frame played. it seems it can miss the last anim frame if the framerate alters during animation playback. Hard to report in a blend that needs to stress your system. but I can post some screenshots from some animation runs to prove it.\n\n2.71\n\n\n2.69\n\n\n[getAnimFrame_Bug.blend](getAnimFrame_Bug.blend)"
] |
Motion blur broken with particular setup
Archlinux
GTX 460 (tested with CPU rendering though)
Broken: 2.72
Worked: 2.69 from blender.org
Motion blur broken with certain object/modifiers. Renders slowly and with huge amounts of noise, and gives an unexpected result.
2.69 works fine. (possibly related to #40017?)
1. Open [spinning_ball2.blend](spinning_ball2.blend)
2. Render. Blender will appear to freeze, then eventually render the first sample with a large blob in the middle of the image.
3. Disable motion blur, then render again. Works as expected.
4. Test in older version with motion blur enabled (I tested in 2.69). Works as expected. | [
"Cycles Motion Blur disappears for Rotating object with speed 360˚/frame or its multiples\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: 2.92.0\n\nIt has been found that**Motion Blur**on **Cycles Render Engine** completely **disappears** for a rotating object with speed 360˚/frame or its multiples like 720˚/frames etc. and rendering it like a still object.\nPlease find the attached Rod.blend file where a rectangular cuboid rod is rotating at speed 360˚/frame i.e. 1,440 RPM for a 24 FPS animation but I am unable to apply cycles motion blur on it. Framerate can be increased to resolve the problem temporarily but it will not solve the problem permanently as at higher RPM the same problem will appear again.\nKindly look into the issue and if any solution exists please guide me on that. \n[Rod.blend](Rod.blend)\nRod.blend example file attached with this description.\n",
"Motion Blur missing in the Render Preview of viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nIn 2.83 we had the access to realtime motion blur with Eevee (which was limited to camera deformation).\nIn 2.90 and above this was replaced with a new motion blur system that is render only. \nEevee is amazing for having realtime screen space reflections, ambient occlusion, depth of field and motion blur, which made it perfect for screen capture or viewport rendering an animation without excessive time consumption.\nI was wondering wether this is a decision or a bug, since having the camera deformation motion blur back in the viewport would allow for the same realtime rendering results as in 2.83\n\n- Go to camera view\n- move the camera around\nIin 2.90 and above and youll see any motion blur previously existent in 2.83 is gone. \n",
"Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)",
"2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.",
"Extreme motion blur not rendering correctly in Cycles\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: x2 GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nI'm trying to recreate the zig-zag motion blur of bullet tracers seen in WWII aircraft combat footage.\nThis is a test showing the effect I'm aiming for rendered with Redshift\n \n\nIn Blender the blur seems to be angular as if it does not obey the sub frame sampling.\n\n\nParticles must be baked otherwise they do not render properly\nAlso Blender crashes several times while rendering this scene. (CPU & GPU)\n\nPlease see attached simple Blend file.\n[BlurTest.blend](BlurTest.blend)\n\n\n\n",
"I have glitch when i turn on my Motion blur with a shape keys animate\nHello, \n\nOperating system: Darwin-19.4.0-x86_64-i38{[F8688055](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}\n\n{[F8688058](Capture_d_e_cran_2020-07-12_a__01.21.11.png)}6-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90.0 Alpha\n\nI tried with Eevee i don't have the problem only with cycles. \nIs only when i render animation or image. I can't see this glitch on viewport.\nI tried with blender version on mac and window and multiples different graphics card but the problem is still append.\nWith or without modifiers or movement of camera still in. \n\n\n\n\nOpen blender with love.\nMake a beautiful animation with shape keys.\nTurn on motion blur.\nProblem when i render :( \nClose blender but with love to help. :D \n\nThanks you \n\npacpac\n\n{[F8688074](Capture_d_e_cran_2020-07-12_a__13.46.43.png), size=full}\n\n\n\n\n\n",
"Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n\nbad\n\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n",
"Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n",
"Mantaflow foam particles as objects break motion blur\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf you use an object in foam particles and enable motion blur it renders incorrectly and very slow compared to the liquid alone. But I suspect this is due to huge vectors from those particles.\n[0001-0100.mp4](0001-0100.mp4)\n\nOpen the attached file\nBake caches\nAssign the cube for the foam particles instance object\nRender a couple of frames\n\n[mantaflow_particles_mblur.blend](mantaflow_particles_mblur.blend)",
"Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n",
"dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing \n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Cycles point cloud geometry on non-point-cloud object lacks deformation motion blur\nOperating system: macOS Big Sur 11.2.3\nCPU: 2.3 GHz 8-Core Intel Core i9\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.1 Alpha, 214a56ce8c67, master, 2020-12-17\n\nPoints generated via geometry nodes on an object that is not itself a point cloud (e.g. a mesh or other type) lack deformation motion blur when rendered with Cycles.\n\nConversely, if the object is a point cloud it will successfully render points with deformation motion blur, even if they were generated via geometry nodes.\n\nThe source of the deformation doesn't seem to matter, only whether or not the object is of the point cloud type. I tried deformation from both geometry nodes and a displacement modifier.\n\n\n\nIn the example above, the same geometry nodes modifier is used on both a mesh and a point cloud object. The modifier both generates and rotates the points. As shown, only the point cloud object displays deformation motion blur.\n\nAs an aside: I also noticed that meshes generated with geometry nodes on point cloud objects do not have deformation motion blur.\n\n[Cycles_point_cloud_deformation_motion_blur.blend](Cycles_point_cloud_deformation_motion_blur.blend)\nOpen the attached blend file and hit F12 to render, or:\n1. Open Preferences -> Interface -> Display -> enable Developer Extras\n2. Then under Preferences -> Experimental -> Prototypes -> enable New Point Cloud Type\n3. Create both a mesh object and a point cloud object, then move them apart.\n4. Add the same geometry nodes modifier to both objects\n5. In the geometry nodes modifier add an icosphere node, followed by a mesh to points node\n6. Add a transform node after the mesh to points node\n7. Animate one of the values on the transform node, for example using keyframes or a \"frame\" driver.\n8. Under Render Properties set the render engine to Cycles and enable Motion Blur.\n9. Adjust the camera if needed to see both objects then render the image with F12\n10. The points generated by the mesh object won't show deformation blur while those generated on the point cloud object will.",
"Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n\n\n[untitled.blend](untitled.blend)\n",
"Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n",
"Motion Blur is rendered on dead particles\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n(Tested also on a Windows 10 PC + Nvidia GTX 1080)\n\nBroken: version: 2.93LTS, 3.5\n\nMotion blur is rendered on dead particles that are still visible, such as particles that die on collision. Same for Eevee and Cycles renders, baked and not baked particles.\n\n\n\n- Enable default motion blur in either Eevee or Cycles.\n- Use a plane to create a Particle System with **Render** > **Extra** > **Dead** and **Physics** > **Deflection** > **Die on Hit** options ticked\n- Render particles as object, preferably something where it is easy to see the motion blur\n- Add a plane with a **Collision** modifier under the particle system\n- Render a frame where some particles are dead and are no longer moving on the collision plane.\n\n[motionblur.blend](motionblur.blend)\n"
] | [
"Deformation Motion Blur for modifiers\nx86_64 GNU/Linux 3.14.5-1-ARCH\n\nBroken: 2.71 RC1, 169c95b\nWorked: N/A\n\nCycles motion blur not working with animated modifiers (eg. array with transformation).\nBut I found a workaround - add a hook solves the problem.\n\ngif & blend: On the left - object with hook, On the right - object without hook.\n1.gif\nmotion-blur-modifiers.blend\n\nbtw: adding files not works for me. Only drag&drop way?, please add option about selecting files in file manager.\n\n1. Add object with array modifier\n2. Add empty with transform animation (rot/loc/scale)\n3. In the object with modifier select 'empty' as Object Offset.\n"
] |
Quick Liquid Causes access violation
Operating system: Windows 10
Broken: 3.1.2, cc66d1020c3b, master, 2022-03-31, as found on the splash screen)
Worked: Not sure
Access violation when running object.quick_liquid()
```lines=40
Blender 3.1.2 (hash cc66d1020c3b built 2022-03-31 23:39:57)
Error : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFA326B9224
Module : python310.dll
Thread : 00003644
# backtrace
Exception Record:
ExceptionCode : EXCEPTION_ACCESS_VIOLATION
Exception Address : 0x00007FFA326B9224
Exception Module : python310.dll
Exception Flags : 0x00000000
Exception Parameters : 0x2
Parameters[0] : 0x0000000000000000
Parameters[1] : 0x0000000000000008
Stack trace:
python310.dll :0x00007FFA326B9220 PyDict_GetItem_KnownHash
python310.dll :0x00007FFA326CF200 PyFrame_GetBack
python310.dll :0x00007FFA32830410 PyRun_FileExFlags
python310.dll :0x00007FFA32830410 PyRun_FileExFlags
python310.dll :0x00007FFA32830270 PyRun_StringFlags
blender.exe :0x00007FF6EF5D03F0 MANTA::runPythonString
blender.exe :0x00007FF6EF5B6580 MANTA::~MANTA
blender.exe :0x00007FF6EF5B6950 MANTA::`vector deleting destructor'
blender.exe :0x00007FF6EA725560 BKE_fluid_modifier_freeDomain
blender.exe :0x00007FF6EA725530 BKE_fluid_modifier_free
blender.exe :0x00007FF6EA528A00 BKE_modifier_free_ex
blender.exe :0x00007FF6EA6C6410 BKE_object_free_modifiers
blender.exe :0x00007FF6EA6C0F50 object_free_data
blender.exe :0x00007FF6EA9A76E0 blender::deg::deg_free_copy_on_write_datablock
blender.exe :0x00007FF6EA9A8BE0 blender::deg::IDNode::destroy
blender.exe :0x00007FF6EA99DB40 blender::deg::Depsgraph::clear_id_nodes
blender.exe :0x00007FF6EA99DDD0 DEG_graph_free
blender.exe :0x00007FF6EFA72900 BLI_ghash_free
blender.exe :0x00007FF6EA6920E0 scene_free_data
blender.exe :0x00007FF6EA6AFD30 BKE_id_free_ex
blender.exe :0x00007FF6EA522AC0 BKE_main_free
blender.exe :0x00007FF6EA516620 BKE_blender_free
blender.exe :0x00007FF6EA8B0BC0 WM_exit_ex
blender.exe :0x00007FF6EA8B0B70 WM_exit
blender.exe :0x00007FF6EA5103C0 main
blender.exe :0x00007FF6EFBDFE74 __scrt_common_main_seh
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Threads:
Thread : 00003428
ntdll.dll :0x00007FFA916B0780 ZwWaitForWorkViaWorkerFactory
ntdll.dll :0x00007FFA91662680 TpReleaseCleanupGroupMembers
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004f74
ntdll.dll :0x00007FFA916B0780 ZwWaitForWorkViaWorkerFactory
ntdll.dll :0x00007FFA91662680 TpReleaseCleanupGroupMembers
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004cf0
ntdll.dll :0x00007FFA916B0780 ZwWaitForWorkViaWorkerFactory
ntdll.dll :0x00007FFA91662680 TpReleaseCleanupGroupMembers
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004f40
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004cb8
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00002d7c
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00002b14
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004e8c
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00000408
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004c80
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004c54
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
blender.exe :0x00007FF6EF4FF2E0 IlmThread_2_5::Semaphore::wait
blender.exe :0x00007FF6EF4FEAB0 IlmThread_2_5::ThreadPool::numThreads
blender.exe :0x00007FF6EF4FF750 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il
blender.exe :0x00007FF6ED5975E0 std::_Pad::_Call_func
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00002b98
ntdll.dll :0x00007FFA916B0780 ZwWaitForWorkViaWorkerFactory
ntdll.dll :0x00007FFA91662680 TpReleaseCleanupGroupMembers
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00002dc0
ntdll.dll :0x00007FFA916B0780 ZwWaitForWorkViaWorkerFactory
ntdll.dll :0x00007FFA91662680 TpReleaseCleanupGroupMembers
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00004e60
ntdll.dll :0x00007FFA916AD880 ZwWaitForMultipleObjects
KERNELBASE.dll :0x00007FFA8EEFCAD0 WaitForMultipleObjectsEx
combase.dll :0x00007FFA90A0A260 CoRevokeInitializeSpy
combase.dll :0x00007FFA90A0A260 CoRevokeInitializeSpy
combase.dll :0x00007FFA90A0A260 CoRevokeInitializeSpy
combase.dll :0x00007FFA90A0A260 CoRevokeInitializeSpy
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00001fc0
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 0000460c
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00003e9c
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 000042c4
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00001a8c
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 00001798
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Thread : 000034c0
ntdll.dll :0x00007FFA916ACDB0 NtWaitForSingleObject
KERNELBASE.dll :0x00007FFA8EED1A40 WaitForSingleObjectEx
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
tbb.dll :0x00007FFA8514DBD0 tbb::thread_bound_filter::try_process_item
ucrtbase.dll :0x00007FFA8EDD1B20 configthreadlocale
KERNEL32.DLL :0x00007FFA8F977020 BaseThreadInitThunk
ntdll.dll :0x00007FFA91662630 RtlUserThreadStart
Loaded Modules :
0x00007FF6EA390000 3.1.2.0 blender.exe C:\Program Files\Blender Foundation\Blender 3.1\blender.pdb
0x00007FFA91610000 10.0.19041.1682 ntdll.dll
0x00007FFA8F960000 10.0.19041.1706 KERNEL32.DLL
0x00007FFA8EEB0000 10.0.19041.1706 KERNELBASE.dll
0x00007FFA8FF10000 10.0.19041.1503 USER32.dll
0x00007FFA8F180000 10.0.19041.1706 win32u.dll
0x00007FFA90940000 10.0.19041.1620 GDI32.dll
0x00007FFA8F550000 10.0.19041.1706 gdi32full.dll
0x00007FFA75AA0000 tbbmalloc.dll
0x00007FFA85140000 tbb.dll
0x00007FFA8F340000 10.0.19041.789 msvcp_win.dll
0x00007FFA8EDB0000 10.0.19041.789 ucrtbase.dll
0x00007FFA90E80000 10.0.19041.1706 SHELL32.dll
0x00007FFA8F3E0000 10.0.19041.1620 CFGMGR32.dll
0x00007FFA8FC40000 10.0.19041.546 WS2_32.dll
0x00007FFA90D30000 10.0.19041.1706 RPCRT4.dll
0x00007FFA54B60000 10.0.19041.1566 OPENGL32.dll
0x00007FFA51B30000 8.0.1.0 openvdb.dll
0x00007FFA8F660000 7.0.19041.546 msvcrt.dll
0x00007FFA90260000 10.0.19041.1682 ADVAPI32.dll
0x00007FFA90310000 10.0.19041.1202 ole32.dll
0x00007FFA8FAD0000 10.0.19041.1586 sechost.dll
0x00007FFA909D0000 10.0.19041.1682 combase.dll
0x00007FFA8F830000 10.0.19041.546 PSAPI.DLL
0x00007FFA8FB70000 10.0.19041.1706 SHLWAPI.dll
0x00007FFA325A0000 3.10.2150.1013 python310.dll
0x00007FFA2DDD0000 58.76.100.0 avformat-58.dll
0x00007FFA8FA20000 10.0.19041.1645 shcore.dll
0x00007FFA27B60000 58.134.100.0 avcodec-58.dll
0x00007FFA8FE30000 10.0.19041.546 IMM32.dll
0x00007FFA87D20000 58.13.100.0 avdevice-58.dll
0x00007FFA8F700000 10.0.19041.985 OLEAUT32.dll
0x00007FFA2AD90000 56.70.100.0 avutil-56.dll
0x0000000070440000 1.0.28.0 libsndfile-1.dll
0x00007FFA54AC0000 5.9.100.0 swscale-5.dll
0x00007FFA8F310000 10.0.19041.1023 bcrypt.dll
0x000000006ACC0000 libgmp-10.dll
0x00007FFA3C750000 2.0.12.0 SDL2.dll
0x00007FFA519E0000 1.20.1.0 OpenAL32.dll
0x00007FFA8B370000 libgmpxx.dll
0x00007FFA88190000 tbbmalloc_proxy.dll
0x00007FFA904C0000 10.0.19041.1682 SETUPAPI.dll
0x00007FFA87C20000 14.29.30139.0 VCRUNTIME140.dll
0x00007FFA51950000 14.29.30139.0 MSVCP140.dll
0x00007FFA87CD0000 14.29.30139.0 VCRUNTIME140_1.dll
0x00007FFA744E0000 10.0.19041.1 AVIFIL32.dll
0x00007FFA8E100000 6.10.19041.1110 COMCTL32.dll
0x00007FFA8B6A0000 10.0.19041.546 VERSION.dll
0x00007FFA73990000 10.0.19041.1566 GLU32.dll
0x00007FFA8E6D0000 10.0.19041.867 dbghelp.dll
0x00007FFA8B6B0000 10.0.19041.546 Secur32.dll
0x00007FFA72FE0000 3.9.100.0 swresample-3.dll
0x0000000070680000 libfftw3-3.dll
0x00007FFA74220000 10.0.19041.1 AVICAP32.dll
0x00007FFA80AC0000 10.0.19041.546 WINMM.dll
0x00007FFA71310000 10.0.19041.1 MSVFW32.dll
0x00007FFA6F360000 10.0.19041.1 MSACM32.dll
0x00007FFA7E260000 10.0.19041.1 winmmbase.dll
0x00007FFA8EC10000 10.0.19041.1586 SSPICLI.DLL
0x00007FFA8C700000 10.0.19041.546 kernel.appcore.dll
0x00007FFA8BF50000 10.0.19041.1706 windows.storage.dll
0x00007FFA8E090000 10.0.19041.1682 Wldp.dll
0x00007FFA8EC60000 10.0.19041.844 profapi.dll
0x00007FFA8ED20000 10.0.19041.1415 bcryptPrimitives.dll
0x00007FFA8FE60000 2001.12.10941.16384 clbcatq.dll
0x00007FFA86910000 10.0.19041.1503 MMDevApi.dll
0x00007FFA8EAD0000 10.0.19041.1620 DEVOBJ.dll
0x00007FFA869A0000 10.0.19041.1566 AUDIOSES.DLL
0x00007FFA8E940000 10.0.19041.546 powrprof.dll
0x00007FFA8E3D0000 UMPDC.dll
0x00007FFA8AE30000 7.0.19041.1023 propsys.dll
0x00007FFA8B570000 10.0.19041.1620 uxtheme.dll
0x00007FFA8EAB0000 10.0.19041.546 CRYPTSP.dll
0x00007FFA8D680000 10.0.19041.1052 rsaenh.dll
0x00007FFA8E080000 10.0.19041.546 CRYPTBASE.dll
0x000002B450A90000 3.10.2150.1013 python3.DLL
0x00007FFA714A0000 3.10.2150.1013 _bz2.pyd
0x00007FFA6F600000 3.10.2150.1013 _lzma.pyd
0x00007FFA67800000 3.10.2150.1013 _socket.pyd
0x00007FFA8DAE0000 10.0.19041.546 IPHLPAPI.DLL
0x00007FFA864B0000 3.10.2150.1013 select.pyd
# Python backtrace
```
- Run the following python script:
```
import bpy
bpy.ops.object.quick_liquid()
```
- Close Blender | [
"Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n",
"Mantaflow liquid collisions not working properly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.90.1\n\nUnless a liquid collision effector's Surface Thickness is set to at least 0.5 or set to \"Is Planar\" it is not used.\n\nI reference two examples for liquid and smoke+fire [examples ]] and there are several issues logged in [[ https:*blender.stackexchange.com/search?q=liquid+collision | Blender stackexchange ]], along with my [[ 111042 | investigation ](http:*optionpeer.com/jimtpersonal/collisions.zip).\n\nA collision effector is ignored unless Surface Thickness is set to at least 0.5 or set to \"Is Planar\". However as [docs ](effector.html) state Surface Thickness is \"Additional area around the effector\".\n\nIn my first example \"liquid collision.blend\" the results (show in \"liquid collision.png\") shows how the extra Surface Thickness effects the liquid that becomes more confined in the container, whereas setting it to less than 0.5 will cause the liquid to fall through the container.\n\nThe same is true in the \"muzzle*.blend\" file where the flash & smoke comes through the collision object unless Surface Thickness is set (incorrectly) to at least 0.5\n\n[liquid collision.blend](liquid_collision.blend)\n[muzzle flash no projectile.blend](muzzle_flash_no_projectile.blend)\n",
"Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\n\n",
"Assign Shortcut Missing when Right Clicking Undo History.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.2\nWorked: Blender 3.0 Unsure of exact version I had installed but I was not on 3.1.\nChanged in 0e1bb232e6\n\nUnable to assign shortcut to Undo History using Right Click Menu. \n\nRight Click Menu only shows \"Assign to Quick Favorites\"\n\nUsing default startup file, Edit > Right Click Undo History \n\n\nI recently had my OS SSD fail and had to reinstall Windows as well as all my applications fresh. Going through my setup of a new install of Blender 3.1.2 I wanted to reassign my previous shortcut for the Undo History Menu (Ctrl + Alt + Z) but was unable to view the Assign Shortcut option when right clicking. \n\n\n\nUndo History was also missing from the \"Blender\" Keymap when searching. \n\n\n\nTo resolve this, I switched to the Blender 2.7X Keymap which did have the Undo History shortcut, copied the shortcut \"ed.undo_history\" and assigned that manually in the default \"Blender\" Keymap. \n\n\n\n",
"Mesh Attributes Python API Is Buggy\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3070\n\nBroken: 2.93 & 3.3\nWorked: \n\nAccessing geometry attributes via python causes internal errors and mismatched pointers.\n\n\n```\n- Blender 3.3.0 bug\n- 1) Open new file w/ default cube\n- 2) Paste this script into the scripting tab\n- 3) Make sure the cube is selected and run this script\n\nimport bpy\n\nme = bpy.context.active_object.data\n\nfva = me.attributes.new('float_vector_attribute', 'FLOAT_VECTOR', 'CORNER')\n\nprint(f'fva : {fva}.data_type = {fva.data_type}')\n\nfca = me.attributes.new('float_color_attribute', 'FLOAT_COLOR', 'CORNER')\n\nprint(f'fva (again): {fva}.data_type = {fva.data_type}') # output will be wrong\nprint(f'fca : {fca}.data_type = {fca.data_type}')\n\nme.calc_normals_split() # causes next line to crash\n\nfva.data[0].vector = (1, 2, 3) # only crashes the first time the script is run\n\n```",
"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```",
"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",
"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 \n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\n\n",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"Fluid/Smoke modifier has an \"Apply\" button, which is misleading/dangerous (only meaningful for mesh-baked liquid domains)\n(All systems)\n\n- 2.81a and earlier (pre-mantaflow)\n- and 2.82 Alpha (2020-01-05) 5c66739b782e (mantaflow)\n\n**Short description of the error**\nAll objects involved in a fluid (gas or liquid) simulation, including domains, effectors, etc, have a modifier in the modifier stack.\n\nHowever, in all cases except one, the \"Apply\" button in this modifier is (as far as I can tell) just a synonym for \"remove the modifier and the physics settings (destructively!)\". It only actually \"applies\" something when we're dealing with mesh-baked liquid domains.\n\nSuch \"Apply\" button may be misleading and dangerous if a user were to, for instance, try to \"freeze\" a frame of a smoke simulation, which will just result in them losing all cache.",
"Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)",
"Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002248\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n",
"Mantaflow not caching if path contains characters with accent\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.0\n\nIf the cache folder path for Manta FLow contains \"french\" accent character, no sim data is computed.\n\n\n- Create a simple blen file in a folder named \"d:\\Données\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Create a simple sphere\n- Choose Object/Quick effect/Quick fluid to create a simple domain\n- Set the cache directory to a subfolder of the .blend file\n# Move forward to the fluid sim... No simulation data create\n\nTo fix it :\n- Just rename \"d:\\**Données**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\" to \"d:\\**Workspace**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Re-open the same file\n# It works\n\nIf cache folder is relative to .blend file or absolute, it doesn't create data if the path contains any character with accent.\n\nThank you for the great job you are doing\nHave a nice day\n\nDidier\n\n\n\n\n",
"Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll 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IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067e0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000401c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b360\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008b38\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005884\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll 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ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nnvoglv64.dll :0x00007FFE819D057C Symbols not available\n\n\nThread : 00009be0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFF3F690C30 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003f9c\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007978\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll 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RtlUserThreadStart\n\n\nThread : 00007dec\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004294\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000559c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a90\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------",
"Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles\n## Simplified Report\n\n- Open the attached file and set the VDB path to the attached VDB volume.\n- The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.\n- Render the scene and look at the shadow pass.\n- The shadow pass contains blocky artifacts as shown in the attached image.\n\n[blockyVolumeShadowPass.blend](blockyVolumeShadowPass.blend)\n\n[fluid_noise_0060.vdb](fluid_noise_0060.vdb)\n\n\n\n## Original Report\n\n[system-info.txt](system-info.txt)\n\nBroken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74\nWorked: most likely never\n\nRendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. \nMost visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.\n\nThis bug is particularly nasty as the artifacts are mostly invisible in beauty pass. \nHowever when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.\nArtifacts in denoising albedo pass can ruin seemingly good volume render.\n\nI wasn't able to replicate the artifacts in EEVEE.\n\nHere is how the bug looks with Quick smoke on default cube (scene in attached blend file):\n\nshadow pass\n\n\ndenoise albedo pass\n\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n\n\ndenoise albedo pass\n\n\n\nvolume direct\n\n\n\nvolume indirect\n\n\n\nbeauty (cropped)\n\n\n\n\nReproduce render artifacts:\n- open first attached blend file\n- hit `F12`\n- observe shadow pass\n- change `Render Layer` output in `Compositor` if needed\n\nRecreate vdb (optional):\n- open second attached blend file\n- (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache\n- in the same panel hit `Bake All` and wait until bake is completed\n- navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape)\n- import vdb to the first file and place it so the camera can see it\n\n[volume_bug_render.blend](volume_bug_render.blend)\n[volume_bug_sim.blend](volume_bug_sim.blend)"
] | [
"Adding quick effects smoke with python raises segmentation fault\n Operating system: Linux-5.15.33-1-lts-x86_64-with-glibc2.35 64 Bits\n Graphics card: Mesa Intel(R) HD Graphics 3000 (SNB GT2) Intel 3.3 (Core Profile) Mesa 22.0.1\n\n Broken: version: 3.1.2\n \n Adding quick physics with python raises segmentation fault\n\n ```\n #foo.py\n import bpy\n\n CUBE = bpy.data.objects[\"Cube\"]\n CUBE.select_set(True)\n bpy.ops.object.quick_smoke()\n ```\n `blender --background --factory-startup -P foo.py`\n\n ```\n Blender 3.1.2 (hash cc66d1020c3b built 2022-04-02 14:45:23)\n Writing: /tmp/blender.crash.txt\n segmentation fault (core dumped)\n ```\n\n `cat blender.crash.txt`\n\n ```\n# backtrace\nblender(BLI_system_backtrace+0x38) [0x55eff4fbc9c8]\nblender(+0xf6839e) [0x55eff425d39e]\n/usr/lib/libc.so.6(+0x42560) [0x7fa2bd6bc560]\n/usr/lib/libpython3.10.so.1.0(_PyDict_GetItemIdWithError+0x66) [0x7fa2bfd968c6]\n/usr/lib/libpython3.10.so.1.0(+0x1f5fa3) [0x7fa2bfe5efa3]\n/usr/lib/libpython3.10.so.1.0(PyEval_EvalCode+0x42) [0x7fa2bfe5ef12]\n/usr/lib/libpython3.10.so.1.0(+0x205df4) [0x7fa2bfe6edf4]\n/usr/lib/libpython3.10.so.1.0(+0x2017bb) [0x7fa2bfe6a7bb]\n/usr/lib/libpython3.10.so.1.0(PyRun_StringFlags+0x81) [0x7fa2bfe62591]\nblender(_ZN5MANTA15runPythonStringESt6vectorINSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEESaIS6_EE+0xc1) [0x55eff67f6da1]\nblender(_ZN5MANTAD1Ev+0xef) [0x55eff680faaf]\nblender(_ZN5MANTAD0Ev+0x9) [0x55eff680fcb9]\nblender(+0x10ebc73) [0x55eff43e0c73]\nblender(+0x130cc52) [0x55eff4601c52]\nblender(BKE_modifier_free_ex+0x62) [0x55eff42bb542]\nblender(BKE_object_free_modifiers+0x1f) [0x55eff506941f]\nblender(+0x1d7449b) [0x55eff506949b]\nblender(_ZN7blender3deg32deg_free_copy_on_write_datablockEP2ID+0xc1) [0x55eff53bea01]\nblender(_ZN7blender3deg6IDNode7destroyEv+0xae) [0x55eff53c937e]\nblender(_ZN7blender3deg9Depsgraph14clear_id_nodesEv+0xbb) [0x55eff53a351b]\nblender(_ZN7blender3deg9DepsgraphD1Ev+0x9) [0x55eff53a35e9]\nblender(DEG_graph_free+0x16) [0x55eff53a38d6]\nblender(+0x1c59b17) [0x55eff4f4eb17]\nblender(BLI_ghash_free+0x75) [0x55eff4f54475]\nblender(+0x10239fc) [0x55eff43189fc]\nblender(BKE_id_free_ex+0xe2) [0x55eff429e3a2]\nblender(BKE_main_free+0xa6) [0x55eff42ad9f6]\nblender(BKE_blender_free+0x72) [0x55eff425f5e2]\nblender(WM_exit_ex+0x498) [0x55eff44204c8]\nblender(WM_exit+0x15) [0x55eff44209e5]\nblender(main+0x35d) [0x55eff4223a8d]\n/usr/lib/libc.so.6(+0x2d310) [0x7fa2bd6a7310]\n/usr/lib/libc.so.6(__libc_start_main+0x81) [0x7fa2bd6a73c1]\nblender(_start+0x25) [0x55eff424f4a5]\n\n# Python backtrace\n\n ```\n"
] |
Thin mesh and hair particles
Operating system: Linux-5.4.73-1-lts-x86_64-with-glibc2.32 64 Bits
Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38
Broken: version: 2.93.0
I add some hair particles on a thin surface (0.58 meter). The face orientation is in a good way.
But Hair come through the thin mesh (inverted). And causes different spot on it.

And with a simple cube

Use this hair system particles or add a new hair particles on the surface of this mesh
[hair_trough_the_mesh_b293.blend](hair_trough_the_mesh_b293.blend)
| [
"Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n",
"Broken Twist on meshes deformed with Particle Instance Modifier with Along Path\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\nThe twist of a mesh deformed with the Particle Instance Modifier with the Along Path option seems broken, more noticeable with steep curvature in hairs. I compare it to the Curve Deform modifier as an example of proper deformation. Now, you may say it's an unfair comparison given that curves have an explicit twist that you can modify, unlike hairs. But even without controlling the initial twist of the hair, it's broken in a couple of ways.\n\nFirst, it deforms the mesh unevenly, with some vertices twisting more than others, even in a case where vertices are completely equidistant around the origin and both origins are aligned, like the cube in this image. The selected face and the edgeloop here should be squares but aren't, unlike in the curve deform modifier \nSecond, when changing the length with the Position Slider, the whole thing seems to change twist at once. Instead of having a consistent twist on each point of the path [Particle Instance Mod bug2.mp4](Particle_Instance_Mod_bug2.mp4)\nAs a side note, when using Along Path, finding how to orient your mesh to the hair is unintuitive, always using the global Y axis as the length axis in which I added subdivisions but then twisting weirdly when changing the Axis option in the modifier, I settled for Z in this example.\n\n\nAttached is the same file used in the video, you can open it and move the Position slider in the Particle Instance Modifier, the scale of the Curve Deform modifier example is driven by it so you can see both changing in real time.\n\n[ParticleInstanceTwistBug.blend](ParticleInstanceTwistBug.blend)\n\nWhy do I think this is happening? Well, if you select the object with the particle system, go to the particle properties, and change the length of the hair under the Render>Timing>End subpanel, you can see the problem is the same, basically the twist changes with length. Maybe the modifier should do something different and get the twist from the whole length particle and then scale the mesh instance before deforming or something like that, idk\n\n",
"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 dynamics stopped working after editing and combing in \"Particle Edit\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.1.0 Alpha\n\nHair dynamics stopped working after editing and combing in \"Particle Edit\"\nPossible duplicates: #91258, #56818\n\n[#93344.blend](T93344.blend)\n\n- Open file\n- Cut hair with Cut brush\n# Comb hair with Comb brush with disabled Preserve Strand Lengths option\n\nSimulation no longer works",
"Low hair children and viewport display numbers cause hair to be excluded from parts of the mesh \n**System Information:**\nOperating system: Windows 10 and Linux (both show issues)\nGraphics card: RTX 2060 SUPER (452.06 Windows) (450.66 Linux)\n\n**Blender Version:**\nBroken: 2.79, 2.80, 2.81, 2.82, 2.83, 2.90, 2.91.0 Alpha\nWorked: Not sure\n\n**Short description of error:**\nWhen an object with a hair particle system has the `Viewport display` percentage set to a low amount and the `Hair Children viewport display` option set low, hair is excluded from parts of the mesh. Here's a video demonstrating the issue:\n[0029-1590.mp4](0029-1590.mp4)\n\n**Exact steps for others to reproduce the error:**\n1. Obtain a object with a high number of faces (I used a cude subdivided 5 times)\n2. Give the object hair particle system and increase the hair count to something like 10,000 or 100,000 to make the effect more apparent.\n3. In the hair particle settings scroll down to the `Viewport display` section and change the `Amount` slider to a low percentage (E.G. 2% or 5%)\n4. Notice how there are hairs distrobuted across the entire mesh.\n5. In the `Children` tab of the hair particle settings tab, enable one of the options `Simple` or `Interpolated`.\n6. Notice how the hair is now only distrobuted over part of the object rather than the entire object. As you increase the `Viewport display - > Amount` value and/or the `Viewport display number` for the children, this issue goes away.\n\nHere's a .blend file show casing the issue: [#81117 - Hair excluded from parts of a mesh.blend](T81117_-_Hair_excluded_from_parts_of_a_mesh.blend)",
"Flickering in unrelated hair strands when deleting hair\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\nWorked: n/a\n\nWhen I delete the hair, the rest of the hair flickers. This doesn't happen when adding hair, changing their length, combing, ...\n\nNote it also happens when deleting hair with the density brush.\n\n* Open this file and delete some hair.\n\n[hair_flicker.blend](hair_flicker.blend)\n\nVideo:\n\n[flicker-2022-06-21_14.38.51.mp4](flicker-2022-06-21_14.38.51.mp4)",
"Object collision for particle nodes\nHere is the current status of the node particle collisions:\n\nIt currently handles:\n\n| Static objects| Moving objects | Objects with mesh deformations |\n| -- | -- | -- |\n| [recording_static.mp4](recording_static.mp4) |[recording_moving_plane.mp4](recording_moving_plane.mp4)|[recording_moving_wave.mp4](https://archive.blender.org/developer/F8571963/recording_moving_wave.mp4)|\n\n\nWhat is left to do is:\n- - [x] Add a recovery method for when particles are pushed or somehow gets inside colliders (when particles are less than their radius away from a collider). This will also allow particles to have a dynamic radius. (Haven't tried with dynamic radius yet, but it should work in theory)\n- - [x] Change how face normals are calculated. Now it simply uses the face normal. But this is an issue when the particles collides on the edges or verts of the triangles. This leads discontinuities in the collison mesh as the transition area between the faces is not smooth.\n- - [x] Make colliders be able to push particles along even if the dampening or friction is so high that the particle will not have any velocity.\n- - [ ] We will probably have to track acceleration in addition to velocity to get high quality simulation (like in the old particle system). Now I think some weirdness can be attributed to us lacking acceleration tracking. \n- - [ ] Look over and port older properties from the old particle system (friction, stickyness, and so on). Flocking (Boids) and other behaviors will be handled in other nodes (not inside this collision node).\n- - [ ] Hook up variables to the particle nodes themselves. Currently most things are hard coded.\n\n",
"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\n\n\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)",
"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",
"particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n\n\n",
"Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)",
"Creating custom orientation fails in seemingly random situations\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: 2.90.0 Alpha\nBroken: version: 2.83 latest\nBroken: version: 2.82 a release\nWorked: 2.79 (sub 7), branch: blender2.7, commit date: 2019-06-27 10:41, hash: e045fe53f1b0\n\nCreating a custom orientation seems to be hit or miss. It often fails in situations where it probably should not, probably due to some degenerate matrix condition or otherwise. \n\n[bad-custom-orientation.blend](bad-custom-orientation.blend)\n- Open the attached .blend\n- The faces are already selected : the -X and the +Z faces of the default cube\n- Try to create a custom orientation \n- Experience failure -- `Unable to create orientation`\n\n- Select the +X and +Z faces instead\n- Try to create a custom orientation now\n- Success\n\n- Other combinations of 2 faces for the default cube will also fail. 2.79 seems to be better at succeeding here in general (the only 2-face combination that fails in 2.79 is the -Z and +Z case)\n\n",
"Hair particle length vertex group effect is non linear\nOperating system: MacOS Big Sur 11.2.3\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.0 alpha, 4b06420e6504, master, 2021-09-13\nWorked: Unknown\n\nHair particle length scales non linearly with its length vertex group. Put another way, hair length is usually not quite equal to vertex weight * max hair length, which I assume is unintended. This causes problems when exact hair length is needed.\n\nThe screenshot below demonstrates the issue. \n\nIn this example, planes are instanced along the X axis from 0 to 1, using Geometry Nodes. The X position of each face is assigned to the vertex group controlling hair length. A hair particle system is added and set to spawn 1 particle per face.\nAs seen in the screenshot, the actual height of the hair is slightly wavy and doesn't form a straight line.\n\nHere's a video showing the same issue, this time spawning particles on a single face with interpolated vertex weights:\n[Hair Length Vertex Group Non Linear Bug.mov](Hair_Length_Vertex_Group_Non_Linear_Bug.mov)\n\n1. Delete the default cube\n2. Add a plane\n3. Add a vertex group to the plane\n4. In edit mode, assign a weight of 0.1 to all vertices.\n4. Add a hair particle system\n5. Set the hair length to 1m\n6. Assign the vertex group to control hair length\n7. In side-on orthographic view, observe that the hair length is slightly less than 0.1m.\n\n[Hair Length Vertex Group Bug.blend](Hair_Length_Vertex_Group_Bug.blend)",
"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.",
"Hair particle system misbehaving on rigged mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.4\n\nHi,\nI have a hair particle system attached to a rigged mesh. \nI have attached a screenshot of the modifier stack . I believe they are in the correct order.\n\nThe armature to which the mesh is rigged is animated.\nWhen the animation plays, the rig moves, as does the mesh and the particle system.\nThe hair particles however do not *rotate* correctly as the animation plays through.\nThe rotation of the hair particles correct themselves when entering Weight Paint mode - the density and scale of the hair particles are controlled by two separate vertex groups.\n\nI can consistently recreate the problem in 2.83.4 and 2.9.0.\n\n\n1. Note the rotation of the teeth (this is the particle system). They are currently correct.\n2. Move from current frame (1) to the end of the animation (48).\n3. Note the new rotation of the teeth; they have moved to the correct *position* but are now pointing inwards, towards the inside of the throat.\n4. Make sure the mesh object is still selected (Lo_poly), and enter Weight Paint mode.\n5. Note that the teeth have corrected their rotations (are no longer pointed towards the inside of the throat).\n6. The problem can be reproduced again by jumping back to the frame 1 of the animation. The teeth will move back to their original position, but the rotations will once again be incorrect.\n\n.blend file attached [monster-error.blend](monster-error.blend)\n\nThanks in advance!\n\n\n"
] | [
"Hairs Grow Backwards into Mesh\n64bit Ubuntu 14.04, Kernel 3.13.0-43\nGeForce GTX 650 Ti, driver 331\n\nBroken: Blender 2.72, hash dc0b8f2\nWorked: Always had this problem\n\nFor the longest time, I've had a problem with hair simulation, or rather with fur simulation, where bald patches would appear on the surface, resulting from the hairs growing backwards into the interior of the character mesh. The render below displays the problem. The one on the left has a mirror and subsurf modifier on its stack, while the one on the right is a copy with those modifiers applied. Both exhibit the issue, so the bug does not appear to result from modifiers.\n\n\nThe .Blend file below contains a pair of meshes which reproduce the problem.\n[FurTest.blend](FurTest.blend)"
] |
Color mismatch in viewport & final render
Win10 Geforce740m
2.79 5bd8ac9
Color mismatch in viewport & final render on transparent background
Transparent shader & emission shader mixed by layer weight causes this bug
[bug.blend](bug.blend)
 | [
"Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n\n[black_bg.blend](black_bg.blend)\n\n\n",
"VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n",
"Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.",
"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\nBroken 2\n\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n\n\n[iris_only.blend](iris_only.blend)",
"ColoRamp value change from 0.501 to higher value results in slowdown and shading error\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nColoRamp value change from 0.501 to 0.502 as input to density results in slowdown and shading error for Principled Volume Shader.\n\nOpen attached .blend\nChange viewport to Rendered\nChange ColoRamp from 0.501 to a higher value\nRender speed is dramatically reduced and Volume Shader is incorrectly much brighter\n\n[ColorRamp bug.blend](ColorRamp_bug.blend)\n",
"The result of Dynamic paint Image sequence is brighter than intended when using initial color.\nOperating system:Windows 10 64bit\nGraphics card: GTX 1060\n\nBroken: 2.79b, 2.80\nWorked: \n\nthe result of baked Image is birghter than it displays on properties panel. \nNot sure but seems like it is gamma correcting the color but the input color is already in sRGB space, not in linear space!\n\n\nset any color that is not too bright or dark to \nDynamic paint - Canvas - Image Sequence - Initial Color : color.\nthen press \"Bake Image sequence\".\nThe color of baked Image will be brighter than the color you set.\n[dynamic paint color.blend](dynamic_paint_color.blend)",
"Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ",
"Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n",
"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",
"Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n",
"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",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n\n\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"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",
"Grease Pencil shimmers in the viewport and renders\nOperating system: Windows 7 Ultimate\nGraphics card: Nvidia Quadro 2000\n\n2.92.0\n\nI have a video below, If you see carefully the lines are shimmering, Is there any way to avoid that? watch?v=aBIJbTTiLlU \nAttached a blender file as well.\nI tried \n- increasing samples of viewport \n- increasing anti-aliasing of grease pencil. \n- different render systems 'eevee' and 'cycles'. \n- Tried all possible file exports but the problem is in the viewport itself.\nShould I try denoising it? although that didn't work so well either.\nThe problem just isn't going way. Is it my system? Could you help?\n\n[room fix.blend](room_fix.blend)",
"Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n"
] | [
"Eevee viewport render looks more vivid then final eevee render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nEevee viewport render looks more colourful and vivid then the final render. I checked all color management setting\n\n[soap bubble2.blend](soap_bubble2.blend)\n",
"EEVEE Viewport display doesn't match rendered output\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\nWhat you see in the EEVEE viewport should look exactly like the EEVEE render, albeit with a bit more antialiasing. It does not.\n\nLoad the attached scene.\nSwitch to Rendered display mode.\nNote that there's a blue cast over the landscape. \nPress F12 to render the scene. \nLook at the rendered image. It looks nothing like the viewport display.\n\n\n\n[RenderMismatch.blend](RenderMismatch.blend)\n\n",
"Holdout not working properly when added to another shader, makes whole material transparent\nWindows 10 64-bit, Intel Core i5-6500, Nvidia GTX 1050 Ti\n\nBroken: 2.79b f4dc9f9d68b\n\n\nWhen adding any shader to Holdout, object disappears on render with Transparent enabled. In rendered preview or render with Transparent checkbox disabled second shader is distinguishable.\n\nCheck two node setups with rendered viewport mode, then try to render them separately. You will see that the lower one makes image completely transparent.[BugForBlender.blend](BugForBlender.blend)\n",
"Workbench Transparent Film Anti-Aliasing White Contour\n{[F7750460](example.blend)}Operating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nWorkbench transparent film render adds a weird semi-transparent white contour on edges of alpha channel, if background isn't 100% black, and Anti-aliasing enabled.\n\n1) For startup file\n- Choose workbench engine, enable transparent film.\n- Render with transparent background.\n- In render workspace choose \"Color\" instead of \"Color and Alpha\" to see problem clearly.\n\n2) For example file:\n- Press F12 for render\n\n\n",
"Cycles > Volume > Alpha Channel\nOperating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel HD Graphics 4000 OpenGL Engine Intel Inc. 4.1 INTEL-14.2.16\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nTransparency of scene is determinated by objects using non-volumetric material only.\n\n- Keep Cube\n- Add Sphere\n- Add Sphere a Material with Emission node plunged into Volume socket\n- Film > Transparent\n\nExample use Cube with Visibility > **Holdout** to rise problem more visible.\nSorry, probably a bit confusing.\n\nSolid Mode\n\n\nRender Viewport Mode is OK\n\n\nRender (F12) results with ERROR - spheres are rendered, but object itself is ignored for alpha channel\n\n\nRender viewed as Color (without alpha)\n\n\n[test_Edge.blend](test_Edge.blend)\nNote: spheres (volumetric) are not calculated also for ID Mask or Cryptomatte as well",
"Blender 2.83 latest Fire alpha not displaying properly in viewport or render\nOperating system: Windows 10 Pro\nGraphics card: AMD RX580 8G\n\nBroken: 2.83 Master from splash screen latest version\nWorked: none of the builds. from 2.79 till 2.83 were consistently bad. It seems to be sort of random\n\n\nWhen I go render my smoke sim with fire + smoke or just fire the alpha channel works different in the viewport than in the final render. There is a thread on reddit about this but it doesn't really fix the issue for me. I have found that when I use flame instead of heat for the fire the issue becomes less apparent. Then when I use a set alpha node in the compositor the issue goes away but then there is no alpha channel anymore. When I use another alpha node after that with the alpha pass(?) plugged into it I get the same issue. I have created an workaround for it by making my own alpha channel and then clamping it.\n\n**Exact steps for others to reproduce the error** See the above.\nBased on the default startup or an attached .blend file (as simple as possible).[Testing alpha issue.blend](Testing_alpha_issue.blend)",
"Ineffective bloom in render output when the background is transparent.\nOperating system: win10 x64\nGraphics card: Navidia GTX970M\n\nBroken: Blender 2.80 and Blender 2.81-ff10ff782bde\nWorked: (optional)\n\nIf I activate bloom in eevee and activate transparent background, the viewport will still show beautiful bloom, but If I render it, either render image or render animation, will output images in which bloom does not show at all.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd emission shader, Activate bloom, Activate transparent background, hit render.\n\n\n\nFigure 1 is viewport, Figure 2 however is the final output. The blender file has also been attached.\n[BUG report.blend](BUG_report.blend)",
"Mantaflow: Fire (without smoke) will not render if using transparent film, EEVEE & Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\n[flame only does not render if 'transparent' is checked in 'film' under render settings]\n\n[Bake the attached and render with and without 'transparent' checked under 'film' in render settings. It works properly in the rendered viewport, but shows nothing in an F12 render.\nThis also happens in 2.9 Alpha June 24th build, and 2.82a release version (so I think it's been broken for a while).\nTried it on 3 different machines: get the same results on all of them.]\n[TransparentFilmKillsFlames.blend](TransparentFilmKillsFlames.blend)\n\n",
"bug F12. No work \"film transparent\" after render\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.01\n\n\nblender-2.80rc3-windows64\n\n\n[After the renderer, the volumetric and emission on the curved lines does not work. Refers to the \"transparent\" function in the \"film\" tab]\n\n**the scans of the image will show it best**\n[,{[F7634859](https://archive.blender.org/developer/F7634859/after_F12.png)}]\n\n",
"Doesn't render VDB with transparent mode,but it can render in viewport\nOperating system:Win10{[F8729734](QQ截图20200730082012.png)}\n\n\n\n\n\n\nGraphics card:GTX1080Ti{[F8729720](vdb_.blend)}\n\n[vdb .blend](vdb_.blend)\n\nBroken: 2.83\n\nDoesn't render VDB with transparent mode,but it can render in viewport\nBased on the default startup or an attached .blend file (as simple as possible).",
"render and view port drastically different with transparent and emission \nOperating system:win 10\nGraphics card: 2070super\n\n2.83\n\nrender and view port drastically different with transparent and emission \n\ncaused by alpha I believe??\n\nleft viewport, right render\n\nhere is a render without alpha\n\n\n[transparent bug.blend](transparent_bug.blend) here it is.",
"Alpha issue with smoke / fire\nWindows 10 x64, 2 x GTX970\n\n2.79 5bd8ac9\n\nIf the 'flow type' is set to 'fire' in the Flow object's smoke tab, the resulting alpha is much more transparent compared to when the 'flow type' is set to 'Fire + Smoke'.\nThe alpha/render looks correct with either 'flow type' setting however, when viewing the 'rendered' mode in the viewport.\n\nChange between 'fire' and 'fire + smoke' settings and simulate & render with transparent selected in the 'film'section of the render tab.\nSounds like an old bug from my googling; just wondering if was still in hand to be fixed?[FireAlphaIssue.blend](FireAlphaIssue.blend)\n",
"Cycles Viewport and Render miss-match with reflective transparent material\nOperating system: Windows 10\nGraphics card: GTX 780\n\nBroken: 2.82a\nWorked:\n\nCycles Viewport and Render miss-match with reflective transparent material. There is a difference of view between viewport and render.\n\nOpen the blend and F12.\n\nHello, and thank you!\n\n[bug.blend](bug.blend)\n",
"Alpha difference Viewport/F12 \nWindows 10, GTX1080\n\n2.79.1 Hash:6859695\n\n**Bug description**\nAlpha channel seems to be different in the viewport compared to F12 render.\n\n\n\n[alpha_bug.blend](alpha_bug.blend)",
"Common Transparency Viewport Rendering Issue between Eevee & Cycles in 2.80, 2.81 & 2.82\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI created a Shader on a mirrored plane and specific transparency mask. In viewport looks fine as I expect, however when I render it with transparency, the transparency on the render looks --> OFF/Strange, with low intensity then this in the viewport. Please see the attachment.\nThis is happening when I render in Eevee and in Cycles. \n\n1. Open the file\n2. Press render via eevee - the viewport transparency ON/ and it looks strange\n3. Try to render via openGL viewport - the transparency should be ON again/ looks same strange \n4. Switch to cycles - press render - the viewport transparency tick mark should be ON like until now/ look the same strange as the described above.\n5. Under the Film property now, switch the Transparency OFF, from viewport preview and rendering, try to render with the same procedure now. The issue is not there...\n\n[Alpha_issue_report_b2.81.blend](Alpha_issue_report_b2.81.blend)\n "
] |
openCL
kubuntu14.04 x64
CPU: AMD FX 8350
RAM 32GB with ECC
GPU: msi R9 390 OC gaming 8 Гб GDDR5
driver Crimson Edition 15.12
Broken: (2.78a)
Worked: (optional)
OpenCL build failed: errors in concole
Based on a (as simple as possible) attached .blend file with minimum amount of steps
any situation | [
"Blender continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n",
"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",
"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).",
"OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.",
"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",
"EEVEE-Next: Known Issues\nThis task lists the minor missing features that are known for not yet working with EEVEE-Next.\n\nPriority of each task needs to be assessed and assigned.\n\n# LookDev\n- [ ] camera world alignement isn't working.\n- [ ] blur background isn't working.\n- [ ] diffuse contribution isn't taken into account.\n\n# Shadow\n- [ ] big performance bottleneck caused by rendering method\n\n# Hardware support\n- [ ] Metal backend doesn't support shadow rendering and GI baking yet",
"Importing Alembic fails after more than ~510 individual cache files\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.4.1, 3.5.0\nWorked: -\n\nI am trying to import a lot of alembic character files. After ~510 successful caches following imports fail with error `Could not open Alembic archive for reading! See console for detail.` The console additionally prints `Could not open as ogawa file from provided streams` Individually all of my alembic files import without problems. The alembics are exported from blender. Importing fails for complex characters, as well as the default cube exported as alembic.\n\nOpen the attached blend file and run the script from the text editor. It will start to import the (attached) `cube.abc` without problems until it gets to roughly the 510th import.\nAt this point it is not possible to import any more alembic caches.\n\n",
"EEVEE: Shader error for incorrect type connected to a AOV Output\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\n\n\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\n\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",
"gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n",
"Show error messages in the info editor\nFollowup task to #83237",
"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.",
"Guardedalloc test failure with ASan enabled builds.\nOperating system: macos 10.14\n\ne21f1136c2dc95ba78b871955e2679b74e42e223\n\n[guardedalloc.txt ASan test failure](guardedalloc.txt_ASan_test_failure)\n\nBuild blender with ASan.\nRunning `ctest -C Debug -R Overflow -VV` will show two test failures with the attached message.\n`LockFreeAllocatorTest.LockfreeIntegerOverflow` and `GuardedAllocatorTest.GuardedIntegerOverflow`\n\nA workaround is in [D9844](D9844).\nAnother implementation of the workaround is in [D9844](D9844)#255346\nAlso see comment by Sergey [D9844](D9844)#250637\nChange in tests is in [D10719](D10719).\n",
"Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)",
"Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```"
] | [
"Compiling OpenCL program base: CL_DEVICE_NOT_AVAILABLE\nOSX iMac 5k AMD R9 M395X\n\nBroken: after commit bca6978\n\nI've compile/built blender with the GIT SHA revisions mentioned below.. the OpenCL compiling (when init/rendering on GPU) error appears after Lukas Stockners' noise reduction merge.\nMaybe assign this task to him. I don't think it's OSX specific, but have no proof of that.\n\nThanks for looking into it\nRoel\n\n```\nCompiling OpenCL program base\nOpenCL error (AMD Radeon R9 M395X Compute Engine): [CL_DEVICE_NOT_AVAILABLE] : OpenCL Error : Error: Build Program driver returned (-2)\nOpenCL error (AMD Radeon R9 M395X Compute Engine): OpenCL Warning : clBuildProgram failed: could not build program for 0x1021c00 (AMD Radeon R9 M395X Compute Engine) (err:-2)\nOpenCL error (AMD Radeon R9 M395X Compute Engine): [CL_BUILD_ERROR] : OpenCL Build Error : Compiler build log:\n\ndebug\nSplit/GPU\n\nCompiling OpenCL program split\nOpenCL error (AMD Radeon R9 M395X Compute Engine): [CL_DEVICE_NOT_AVAILABLE] : OpenCL Error : Error: Build Program driver returned (517)\nOpenCL error (AMD Radeon R9 M395X Compute Engine): OpenCL Warning : clBuildProgram failed: could not build program for 0x1021c00 (AMD Radeon R9 M395X Compute Engine) (err:-2)\nOpenCL error (AMD Radeon R9 M395X Compute Engine): [CL_BUILD_ERROR] : OpenCL Build Error : Compiler build log:\nError returned by cvms_element_build_from_source\n\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program split build output: Error returned by cvms_element_build_from_source\n\ndebug\nSplit/All (and Intel selected)\nCompiling OpenCL program split\nOpenCL error (Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz): [CL_DEVICE_NOT_AVAILABLE] : OpenCL Error : Error: build program driver returned (-2)\nOpenCL error (Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz): OpenCL Warning : clBuildProgram failed: could not build program for 0xffffffff (Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz) (err:-2)\nOpenCL error (Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz): [CL_BUILD_ERROR] : OpenCL Build Error : Compiler build log:\nCVMS_ERROR_SERVICE_FAILURE: CVMS compiler has crashed or hung managing the service.\n\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program split build output: CVMS_ERROR_SERVICE_FAILURE: CVMS compiler has crashed or hung managing the service.\n\n\nCompile/Built blender with these GIT SHA revisions:\nfc8f428224a8e77ba66394ad8238a406fa24ee3a gpu opencl render works\nc171f0b3c96cb2d01fd6b6919f4dbec1a81c8da9 gpu opencl render works\nd29e3ebcc6ecf354ae2e67aa74762a45bb88f8ff gpu opencl render works\n2eb906e1b4c80a79f631fd315b9a9f3b6f4bf100 gpu opencl render works \nbca697834728fd12c84941aa2a428abfe2090b27 gpu opencl render works\nc9451f1cff4403855d5a77c15cfd428e0a9ebe87 gpu opencl render FAILS with above errors\n\n```",
"Cycles OpenCL throws CL_INVALID_BUILD_OPTIONS on AMD R9 280x on Linux\nUbuntu Linux 64bit Wily Werewolf 15.10 two AMD R9 290's in crossfire\n\nBroken: (2.78 RC1,RC2)\nWorked: (same builds in windows on the same PC (dual boot)l)\n\n\nAnything including the default cube in cycles and rendered on GPU\n\nThe console says:\nRead new prefs: /home/jeremy/.config/blender/2.78/config/userpref.blend\nfound bundled python: /home/jeremy/Downloads/blender-2.78-rc2-linux-glibc211-x86_64/2.78/python\naddon not found: 'io_import_scene_osm'\nversion 3 imported\nread blend: /home/jeremy/mirco_test.blend\nDevice init success\nDevice init success\nCompiling base_kernel OpenCL kernel ...\nBuild flags: -D__KERNEL_EXPERIMENTAL__ -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=15 -D__MAX_CLOSURE__=64 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__\nOpenCL build failed: errors in console\nBuild error: CL_INVALID_BUILD_OPTIONS\n\n",
"Cycles troubles with opencl\nOS: Ubuntu 16.04\nKernel: 4.7.0-040700-generic x86_64\nGPU: AMD R9 280x\nDriver: fglrx 15.302 x86_64\n\nBroken: blender-2.78b-linux-glibc219-x86_64\n\n\nCycles render over OpenCL does not work. Errors in console:\n\n```\nmetallikus@metasystem:~/src/blender-2.78b-linux-glibc219-x86_64$ ./blender --debug-cycles\nRead new prefs: /home/metallikus/.config/blender/2.78/config/userpref.blend\nfound bundled python: /home/metallikus/src/blender-2.78b-linux-glibc219-x86_64/2.78/python\nI0222 12:23:09.481317 1494 blender_python.cpp:182] Debug flags initialized to:\nCPU flags:\n AVX2 : True\n AVX : True\n SSE4.1 : True\n SSE3 : True\n SSE2 : True\nCUDA flags:\n Adaptive Compile: False\nOpenCL flags:\n Device type : ALL\n Kernel type : DEFAULT\n Debug : False\nI0222 12:23:12.552913 1494 device_cuda.cpp:1363] CUEW initialization failed: Error opening the library\nI0222 12:23:12.553135 1494 device_opencl.cpp:58] CLEW initialization succeeded.\nI0222 12:23:12.757063 1494 opencl_util.cpp:741] Enumerating devices for platform AMD Accelerated Parallel Processing.\nI0222 12:23:12.757098 1494 opencl_util.cpp:802] Adding new device Tahiti.\nI0222 12:23:12.757109 1494 opencl_util.cpp:812] Ignoring device Intel(R) Core(TM) i5-3330 CPU @ 3.00GHz, not officially supported yet.\nI0222 12:23:16.976251 1654 util_system.cpp:77] Detected 1 CPU groups.\nI0222 12:23:16.976311 1654 util_system.cpp:80] Group 0 has 4 threads.\nI0222 12:23:16.976320 1654 util_task.cpp:203] Creating pool of 4 threads.\nI0222 12:23:16.976429 1654 device_opencl.cpp:37] Using split kernel.\nI0222 12:23:16.976464 1654 opencl_base.cpp:85] Creating new Cycles device for OpenCL platform AMD Accelerated Parallel Processing, device Tahiti.\nDevice init success\nI0222 12:23:16.982939 1661 session.cpp:654] Requested features:\nExperimental features: Off\nMax closure count: 1\nMax nodes group: 0\nNodes features: 0\nUse hair: False\nUse object motion: False\nUse camera motion: False\nUse Baking: False\nUse Subsurface: False\nUse Volume: False\nUse Branched Integrator: False\nUse Patch Evaluation: False\nUse Transparent Shadows: False\nI0222 12:23:16.983088 1661 opencl_util.cpp:285] OpenCL program base not found in cache.\nI0222 12:23:17.067782 1661 opencl_util.cpp:285] Kernel file /home/metallikus/.cache/cycles/kernels/cycles_kernel_base_B38F1535B6CB89AF876C1FAC70B76631_5B41E1D3412A877EDCC232715187C0D8.clbin either doesn't exist or failed to be loaded by driver.\nCompiling OpenCL program base\nI0222 12:23:17.389184 1661 opencl_util.cpp:285] Build flags: -D__NODES_MAX_GROUP__=0 -D__NODES_FEATURES__=0 -D__MAX_CLOSURE__=1 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__ -D__NO_TRANSPARENT__\nOpenCL build failed with error CL_INVALID_BUILD_OPTIONS, errors in console.\nI0222 12:23:17.389560 1654 blender_session.cpp:562] Total render time: 0.413318\nI0222 12:23:17.389581 1654 blender_session.cpp:563] Render time (without synchronization): 0.413318\nError: Failed loading render kernel, see console for errors\n\n```\nfile /home/metallikus/.cache/cycles/kernels/cycles_kernel_base_B38F1535B6CB89AF876C1FAC70B76631_5B41E1D3412A877EDCC232715187C0D8.clbin realy does not exists\n1) Run blender\n2) Configure it to use OpenCL for cycles render\n3) Press F12\n\n**Attachments**\nclinfo output: [clinfo.txt](clinfo.txt)\nsystem info: [system-info.txt](system-info.txt)"
] |
multiselection in 3D view still impossible
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6618
Broken: version: 2.80 (sub 55)
Worked: (optional)
[I can't select several object with the select box and the configuration by default]
| [
"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",
"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.",
"select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n",
"VSE: UI suggests greater than 32 channels are usable\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nMore than 32 VSE channels are visible (seemingly infinite, I stopped after scrolling past 256), even though only 32 are usable. Honestly it would be good to have greater than 32 channels usable (I found out about the limit while working on a current project), but if not, then at least showing the true state of its limit would mean the behaviour could no longer be said to be buggy.\n\nAlso a couple of long-unsolved bugs related to channel display problems:\nT79783\nT57976\n\n- Drag timeline canvas down until channels 33+ are exposed (all unusable)",
"Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.",
"MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n",
"Blender 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",
"Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted.",
"Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]",
"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",
"Regression: Outliner 'Scenes' mode does not select objects when clicking on collection ('Select objects' operator also does not work)\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.4\n\nBroken: version: 3.0.1\nBroken: version: 2.81\nWorked: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e\n\nIt is not possible to select objects in a collection using the Outliner with display mode set to 'Scenes'. This is true both if you left-click the collection or right-click the selection and choose 'Select Objects'. Note that this *may* be related to #89479.\n\n1. Open the attached file\n2. Ensure the outliner is set to display mode 'Scenes'\n3. Click on either the Cylinders or Cubes collection\n\nExpected behaviour: objects in collection shown selected in the viewport with orange outline\nObserved behaviour: objects are not selected (they are deselected if previously selected).\n\nPlease see attached video clip, where I demonstrate the function working in v2.80 and not working in v3.01.\n\nBlender file:\n\n[Test.blend](Test.blend)\n\nVideo clip:\n\n[Screen Recording 2022-01-27 at 13.40.48.mov](Screen_Recording_2022-01-27_at_13.40.48.mov)\n\nThanks for your assistance!\n\n",
"Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode",
"Can't re-select the previous tool in any paint mode after changing on Property Area\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nOn Texture Paint mode, can't select a tool after change the Image Paint Tool on Properties.\n\n[2019-11-29 21-01-51.mkv](2019-11-29_21-01-51.mkv)\n\n1. Select a tool on T Panel\n2. Change the Image Paint Tool on Properties to other tool\n3. Try to select again the first tool (Step 1)",
"Different results for select_all option in local view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nWhen having one of two object in local view the {key A} works different than the command\n```\nimport bpy\nbpy.ops.object.select_all(action='SELECT')\n```\neven though the output in the bottom left window in the scripting tab is the same.\n\n[Based on the attached .blend file]\n1. Select *Cube*\n2. Go in local view\n3. Press {key A} to select **only**the *Cube* because of the local view\n4. Deselect everything\n5. Run the command:\n\n```\nimport bpy\nbpy.ops.object.select_all(action='SELECT')\n```\nBut now you have the *Cube***and** *Cube.001* selected even though you used the same command. The output in the bottom left window in the scripting tab is the same. Shouldn't you select in both times the exact same objects?\n\n[selectAll.blend](selectAll.blend)\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"
] | [
"Box selection not working with Intel HD Graphics 620\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 25.20.100.6472\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nSelection box doesn't seem to work\n\nI'm doing the following:\n\n - Starting Blender 2.8 (using the default blend file - also deleted the default settings to let blender create a new one)\n - I make a duplicate of the default Cube (shift+d) and put it to an other place.\n - I click with the mouse inside the 3D view and draw a selection box\n\nResult: only the last selected object + the light will be selected. If I click to the camera (to select it), deselect all and try to select all using the selection box, only the camera and the light will be selected. Even if the two cubes are inside the box. If I select on of the cubes (by clicking on it), deselect all and draw a box, only that cube and the light will be selected, even if the camera and the other cube had been sorrunded by the selection box.\n\nIt doesn't matter whether I'm in the projection or orthogal view. But now comes the funny part: The lasso selection works fine. And, If I test it on another system than the one printed below, I works fine, too.\n\nWhat can I do to help you find that problem?\n",
"Can't select multiple objects using mouse drag box select\nOperating system: Windows 10 Pro (1809 17763.437)\nGraphics card: Intel(R) HD Graphics 520\n\nBroken: Both on the latest beta as of last week, and a build I generated today from source (2019-04-23 10:45 7625fad9e915)\n\nUsing the mouse drag to select objects on the screen only selects the last selected object. This seems to work fine on my home desktop. The only difference I can think of is the graphics card, could this be a factor?\n\nCreate multiple duplicate objects on the screen, use a mouse click/drag to select it.\n\n**Additional Details**\nI found this old abandoned task which seems to be the same issue: T59741\nAlso I posted a question here to try to get some insight into the issue: can-not-get-selection-box-selecting-more-than-one-object-in-blender-2-8\nLastly in the stackexchange link above I generated a gif of the issue in last week's version: GDPtt.gif\n\n\n\nPlease let me know if I can provide any further details.",
"Selection Box bug\nOperating system: Windows 10\nGraphics card: Intel(R) UHD Graphics 620\n\nBroken: ( 2.80, Hash-59d0582a750c , 2019-4-04, \n\n\nwhen using \"Selection Box\" to select multiple objects doesn't work.\n\n[well.blend](well.blend) \nWhen I use the \"Selection Box\" to select multiple objects, it only selects one object even using the \"B\" for selecting objects the problem still persist but if I use other selection tools such as \"Selection Circle\" and \"Selection Lasso\" they work just fine with no problem. "
] |
Key Map Editor entry "un-expand upon change(Resets entry list display to its original expand/fold state)" behavior
Irrelevant
2.8 release
Key Map Editor entry "un-expand upon change" behavior
Update: A better description may be "Resets entry list display to its original expand/fold state"
Will be tricky to reproduce.
1. Get to keymap editor, find "Box Select" under view3d.
2. Expand its setting, see the sub-category "Gesture Box"
3. Enable/Disable entries under "Gesture Box"
4. Notice the whole entry for "Box Select" folds up.
5. If nothing un-expands and things seem to be normal, repeat from step 1 on something else.
Update: A weird fix for this trouble is to toggle enable for the "Box Select" entry when it is expanded. Don't know why it fixes the issue. If toggled again when it is folded, the problem comes back. | [
"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",
"Move the transform info away from the header, into the viewport.\nCurrently, when you transform any item in Blender, we take over the header while the transform is happening:\n\n\n\nThis makes for a vey flashing/blinking UI, where both the header and the viewport gizmo disappears and re-appears in a jarring way. \n\nInstead, the header and viewport gizmos should stay untouched, and the transform info can be moved to the viewport along the bottom.",
"Windows uninstaller does not cleanup its registry keys after uninstall, leaving a non functional open with entry.\nOperating system: Windows 10 2004\n\nBroken: 2.90.1\n\nAfter uninstallation of blender, non functional open with entry is left behind pointing to the location of blender.exe\n\nI dug around a bit and found the registry key responsible is \n```\nHKEY_CLASSES_ROOT\\blendfile\\shell\\open\\command\n```\nThis key should be deleted after uninstallation of blender\n\nUninstall blender and try to open a .blend file. This shows up: ",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n\n\n",
"Restoring Blender keymaps restores other presets, too\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nMake any changes to the Industry Compatible shortcuts, then to the Blender shortcuts and restore them to the original and the shortcuts for the Industry Compatible shortcuts are restored, too(see attached video).\n[2021-11-10 11-05-14.mp4](2021-11-10_11-05-14.mp4)\n\n1. Go Preferences>Keymap, so you don't loose your valuable shortcuts disable Auto-Save Preferences in the bottom left menu, and change any shortcut in the Industry Compatible mapping\n2. Change the mapping preset to Blender\n3. Change any shortcut mapping, too\n4. Restore the shortcut mapping of the Blender preset\n5. Go back the the Industry Compatible preset and your changes you made in step 1 are unassigned",
"Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n",
"VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid",
"Modifying keymap produces unreliable results when duplicate entries exists\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.83-3.0\n\nModifying keymap produces unreliable results when duplicate entries exists.\n\n**Steps to reproduce**\n1. To create duplicate keymaps apply patch \n[P2817: (An Untitled Masterwork)](P2817.txt)\n```\ndiff --git a/release/scripts/presets/keyconfig/keymap_data/blender_default.py b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\nindex 5fb0f052154..ad335883afa 100644\n--- a/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n+++ b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n@@ -2758,20 +2758,28 @@ def km_sequencercommon(params):\n def km_sequencer(params):\n items = []\n keymap = (\n \"Sequencer\",\n {\"space_type\": 'SEQUENCE_EDITOR', \"region_type\": 'WINDOW'},\n {\"items\": items},\n )\n\n items.extend([\n *_template_items_select_actions(params, \"sequencer.select_all\"),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n {\"properties\": [(\"type\", 'SOFT')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS'},\n {\"properties\": [(\"unselected\", False)]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"unselected\", True)]}),\n (\"sequencer.unmute\", {\"type\": 'H', \"value\": 'PRESS', \"alt\": True},\n {\"properties\": [(\"unselected\", False)]}),\n\n```\n \n\n2. Remove shift modifier key from all `sequencer.split` keymap entries\n - First time this works, after that entries will be removed\n3. Try to set Shift modifier key for last `sequencer.split` keymap entry.\n - This sets Shift modifier key on first `sequencer.split` keymap entry.\n4. Try to set Shift modifier key for second `sequencer.split` keymap entry. (Type is Hard)\n - This entry will jump to bottom and it is last entry now.\n",
"Properties Editor Popover\nWith properties search and outliner to properties tab switching we need a place in the properties editor for various settings. These options may include:\n* Outliner Tab Switch. There isn't an automatic solution that works well enough, so an explicit toggle is needed. [Auto, Enabled, Disabled]. Auto will keep the current behavior of only switching tabs on shared borders\n* Property search: Full tooltip text search would be useful, but could make performance suffer so a toggle would be useful\n* Tab hiding. Some workspaces don't need to display certain tabs and they can be hidden by default",
"updates to the Purge operator in the Outliner\nThe Purge unused IDs operator has been updated recently (2718ea80d2), it can now recursively delete all unused IDs, including indirectly unused ones, and also only affect linked or local data.\n\nThis is fully exposed in the `File -> Clean Up` menu, but the Outliner `Orphaned` view still only have one button with default (old) behavior.\n\nOptions are:\n- Keep things as they are.\n- Keep a single button, but change its behavior to `recursive purge`.\n- Change it to a menu with same options as in `File` cleanup menu.\n- Others?\n\n",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"Cursor Warped on Scale Cage Cancel Transform\nOperating system: Windows 11, Linux Zorin\nGraphics card: GTX 1060 MSI OC 3GB\n\nBroken: 3.3.x - 3.6.2 (Latest)\n\nCursor warp when i cancel resize operator using Scale Cage tool.\n\n1. Open Blender\n2. Activate Scale Cage tool from the toolbar\n3. scale anything, but cancel operation with RMB\n\n",
"Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"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"
] | [
"Preferences GUI tree-collapse, undesired operation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\n\nWhen adding a new value or editing some values, in the keymap settings. The entire tree setup collapses after every change of any value. Not just the tree you are in, but all trees. (I have not tried other areas.)\n\nEnter the [preferences] window.\nGo to the [keymap] section.\nNavigate to the [3D view] area and expand that tree.\n- Expand any tree-view items, then continue below...\n- Expand the [3D view (Global)] area.\n- - Expand the [Rotate view] area.\n- - - Expand the [View 3D Rotate Modal] area.\n- - - Select {+ Add New} and adjust the settings.\n\nIt is at this point that any open trees will all collapse and return to closed-state, as well as the view scrolling back to some other location from where you were. Which now requires you to scroll back to the area you were, open all the levels of the tree view again, and continue editing that new area more. (Assuming that you did not finish editing the settings. As it continues to close the tree after every change to any setting.)\n\nExpected operation...\n\nThe tree remains open after altering or setting a value and the list does not scroll away from the area you are editing. Including any other areas you may have open, which may be open for a reference of duplicating those settings."
] |
Disable in Viewports: when turned off, the f-Curve is also off
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84
Broken: version: 3.0.0
When animating "Disable in Viewport" from on to off, it also turns off all the other animated properties in the f-curve, and the dope sheet window.
Maybe it's by design, but it looks a bug to me, as I can't tweak the other animated parameters of the selected object if the viewports visibility is off.
| [
"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",
"Animation: operator to lock all non-selected channels in graph editor\nCurrently the graph editor has an operator to HIDE all non-selected channels by using the hotkey Shift+H:\n```\nbpy.ops.graph.hide(unselected=True)\n```\n\nThere is no operator that lets you protect all non-selected channels - you can only select the protected channel by pressing the TAB hotkey.\n\nIdeally we would have a similar operator for consistency:\n```\nbpy.ops.graph.protect(unselected=True)\n```\n\nHowever, there is an _existing_ operator that seems like it should work, but may be broken.\nThe mode parameter has multiple options - TOGGLE and INVERT being two of them..\n```\n# Toggles the selected channel(s) locked or unlocked\nbpy.ops.anim.channels_setting_disable(mode='TOGGLE', type='PROTECT') \n```\nThe 'INVERT' mode seems like it should lock the inverted channels - but it currently does exactly the same as 'TOGGLE':\n```\nbpy.ops.anim.channels_setting_disable(mode='INVERT', type='PROTECT') \n```\n\nIs this simply a bug in bpy.ops.anim.channels_setting_disable?",
"Rendering large scene causes viewport shading rendered to go out of memory\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\n\nwhen dealing with large files and scenes in Cuda or optix, rendering the scene then stopping and closing the render, causes the viewport shading rendered view to give out of memory when switch back to it, it renders normally before hitting F12, after hitting render and everything compile and render, when closing the rendered and switching back to viewport rendered view it gives out of memory and its stuck with it and I need to restart blender to make the viewport render work again.\n\nseems it keeps the memory full even after I close the render so there is no memory for viewport I have no idea (I'm not a programmer :D) \n\nWorks normally in 3.4.1\n\nThank you\n\n- Open large files (like view?usp=sharing)\n- set Cycles Render to Cuda or Optix\n- Press F12 to Render and ESC to cancel\n- Close render window\n- Set viewport shading to rendered\n\nSee \"out of memory\" issue\n\n",
"Blender viewport rendering incredibly slow when certain objects are visible when switching from Solid to Rendered\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\n(Every version from 3.0.0 to 3.3.1 has this issue)\nWorked: 2.93.9\n\nWhen rendering scene or viewing scene from Rendered view, rendering is orders of magnitude slower than normal. If large objects are hidden and then un-hidden while in Rendered view, rendering runs at normal speed.\n\nOpen the included .blend file\nGo from \"Solid\" view to \"Rendered\" view\n(Render speed should now be severely hindered)\nWhile still in Rendered view, hide the object named \"Fog\" and then un-hide it\n(Render speed is now significantly faster.)\n\n[away.blend](away.blend)",
"Curves sculptmode: Slide tool with Pressure Sensitivity always resets at the end of the stroke\nOperating system: Linux-5.18.16-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0 Beta\n\nCurves will snap back to it's original coordinates after the stroke. Turning off the pressure sensitivity will allow the hair curves to stay.\n\n*Use a pentablet or a screen display with pressure sensitivity*\n - Load Factory Settings\n - Go to 3D Viewport\n - Add mesh primitive\n - Add curve hair object while mesh primitive is active\n - Go to sculpt mode\n - Add some hair with the [**Add**] tool\n # Slide hair with the [**Slide**] tool\n\n----\n**Pentablet:** XP-Pen Deco 01 V2\n\n",
"Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge.",
"Grease Pencil Onion Skin visible when disabled\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\nbroken 2.93.5 - 3.1\n\nGrease Pencil Onion Skins should not be visible in the Viewport when disabled in Viewport Overlay settings, or when Viewport Overlays are turned off. Nevertheless, they still appear in Wireframe View.\n[GP_onion_skin_bug.blend](GP_onion_skin_bug.blend)\n - Create a GP animation with Onion Skinning (example attached)\n - Disable Onion Skins in Viewport Overlay settings\n # Change Viewport Shading Method to Wireframe. The onion skins show up again!\n\n\n",
"Motion Paths not updating when working on the graph editor\nOperating system: Windows 10\nGraphics card: 1050 TI\n\nBroken: 3.5\nWorked: Supposedly never worked due to the way the code is set up.\n\n\nMoving the F-curve for key-framed object will not update motion paths.\n\n\n- Do some location key frames on the default cube.\n- Calculate the cube's motion path in the object properties tab.\n- Move the f-curve key frames on the default cube, motion path does not update.\n - Move the object directly, only the motion path of the current frame is updated.\n\n",
"VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n",
"Curves Interactions in the Graph Editor\n**Curves manipulation in the graph editor**\n\nThe aim of this design task is to write everything related to the changes that should be added in the graph editor regarding curves selection and manipulation. The functionalities described here are only some initial ideas that need to be debated.\n\n**Goal**: to allow the users to manipulate keyframes more easily by the use of the computed curves themselves. \nThe actions performed through curves are nothing but quicker and more efficient ways to accomplish actions on the curves' keyframes.\n\n**Box selection (box, lasso, circle):**\n- Box selecting a curve selects all the keyframes of the curve.\n- Ctrl + box selecting of the curve deselects all the keyframes of the curve.\n- Shift + box selecting of the curve extends the keyframe selection, adding all the keyframes of the curves that were just selected to the selection.\n(I'm less sure about the usefulness of these twos:)\n- Alt + box selecting (this shortcut isn't mapped to anything yet) of curves OR keyframes restricts the visibility of the currently visible channels to only those that were selected (like if the user selects the curve and the presses h).\n- Alt + shift + box selecting of curves OR keyframes restricts the visibility of the currently visible channels to only those that were NOT selected (like if the user selects the curve and the presses shift+h).\n\n\n**Click selection:**\n- Clicking a curve selects all the keyframes of the curve.\n- Shift + clicking a curve should behave the same way as the shift + click select of keys:\n\t- If the curve currently has at least one keyframe that is not selected, then select all the unselected keyframes of that curve (a curve should be considered selected, in the sense of this operator, only if all its keyframes are selected).\n\t- If all the keyframes of the curve are already selected, then unselect them all.",
"Animated curves flickers when Motion Blur and Persistent Data are enabled\nIf there is an animated curve and Motion Blur + Persistent Data are enabled, the curves will randomly appear and disappear. Here is a simplified file that reproduces the issue on master. Render the animation an notice how the curves flicker.\n\n[curvesAnimatedCyclesIssue.blend](curvesAnimatedCyclesIssue.blend)\n\n### Original Report\n\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nDisplay Graphics card: Radeon RX 580 Series 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\nCUDA enabled Graphics card: NVIDIA GeForce GTX 1650 Driver version. DCH 472.12\nCPU: Ryzen 7 2700 (16 threads, 8 cores) \n\n\nBroken: version: 3.2.0\n\n**Description of error**\nObjects disappear from what seems to be random frames close to the beginning of keyframed object transformations in renders produced with Cycles (only).\nThis appears to be the same bug as archived [#40313 ](T40313).\n\n\n\nBug is more prevalent in blender version: 3.1.2 however is still present.\nRender Examples:\n3.1: \n[3.1 build.mkv](3.1_build.mkv)\n3.2: \n[3.2 build.mkv](3.2_build.mkv)\n\nThis Project was using AnimAll addon to animate some of the objects featuring the glitch, these appare to be the only ones still glitching in 3.2. However testing this Addon in a controlled environment does not feature this behaviour, which might suggest its cause is elsewhere, but might be aggravated by animating individual vertices. \n\n* Open Attached Blend file\n* Render Animation in Cycles using files settings.\n\nThis render was made using GPU Compute with CUDA and CPU enabled in system preferences.\nEdit: works on CPU only also. Updated .Blend file with packed textures.\n\nFile removed now simplified is available\n",
"Graph Editor: Link Visible and Selected states\nWorking with many curves in the GE currently requires animators to often toggle the visibility of curves and then select the newly visible curves.\nLinking 'visible' and 'selected' would make it faster to use the GE. However, having those two always linked would remove the feature of having certain curves visible \"in the background\", i.e. visible but unselected. We do not want to lose this feature.\n\n**Proposal**: Add a user preference to link 'visible' and 'selected'. When this mode is enabled:\n- The visibility icon can be removed from the graph editor UI.\n- Selection state determines visibility.\n\nWe think a user preference is best for this, as we suspect it's a personal preference and not so much something you want to manage per GE editor.\n",
"Hidden objects still affect viewport performance when they are hidden as collection\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\nAfter ac20970bc208 hidden objects do not affect viewport performance but they still do when hiding the collection that they are belong to.\n\n(I've wondered that this might not be a bug but a complication from the fact an object can belong to multiple collections. If then I guess this can be marked as a known limitation or something, because I think many users would expect this to work with visibility of collections.)\n\n* Use file from the patch: [F13435936](slow_object.blend)\n* Hide \"Collection\" instead of the object itself\n* Play animation, the object still affect viewport performance\n",
"EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n",
"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)"
] | [
"Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\n\n",
"Viewport / renderport enabled -> disabled objects are deselected on timeline scrubbing\nOperating system: Windows 10 Home 64Bit\nGraphics card: GTX 1050 mobile\n\nBroken: 2.91.2\nWorked: not found\n\nAnimating viewport / renderport enabled / disabled objects cause blender to deselect the selected work object. It results in keyframe markers disappearing from the timeline when ever the object enters the viewport / renderport disabled state. This makes working extremely inconvenient animating viewport / renderport visibility.\n\n\n- Please open the attached blend file (The timeline location is set to frame 2)\n- Please select the cube in the viewport, you will notice the keyframes on the timeline now\n- Please scrub back to frame 1 with you preferred method\n\nYou will notice that the cube was deselected and if I wanted to continue working with it, I would have to select the cube again.\n\n[viewport-deselect-bug-on-animation.blend](viewport-deselect-bug-on-animation.blend)\n\n**Comment**\nI don't now whether or not this is intended as is, but it results to be very inconvenient working with the animation feature of enabling and disabling objects in the view- and renderport."
] |
"display: modified" in the UV editor is not showing wire-frame generated by modifiers applied to unwrapped mesh
Operating system: Windows-7-6.1.7601-SP1 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35
Broken: version: 2.81 (sub 10)
UV Editor in 2.79 had a feature to display uv with all modifiers applied. This feature is not available in 2.80, but from what I can see checkbox is back in 2.81 develop builds. However currently it seems to not work. Might be it's still development in progress? Although in that case - I think checkbox would not be visible.
What is visible in the uv editor:

What is visible after applying mirror modifier (this is expected result without the need to apply modifier):

How it looked in 2.79:

[bug-uv-display-modified.blend](bug-uv-display-modified.blend)
1. open provided file
2. It contains cube with mirror modifier. All is default except of checked "Flip U" and "Flip V" in "textures" section.
3. In the uv editor sidebar is visible and "modified" checkbox is already selected.
4. This means that uv editor should display wire-frame with modifiers applied, yet it's displaying wire-frame of single cube only, not showing mirrored one created by mirror modifier. | [
"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\n\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",
"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.",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.",
"Applying mirror modifier doesn't work with mesh-deform data\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Beta\n\napply the mirror modifier while is used with the multiresolution produces artifacts.\n\nopen the attached file and apply the mirror modifier.\n\nThank you\n\n\n\n[multires_err.blend](multires_err.blend)\n\n",
"Mirror modifier produces odd normals along the seam for Custom Normals.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\n\nDespite the normals of the seam being pre-aligned in mirror plane, so that they shouldn't change, the resulting normals after mirror seam merge aren't the average of the input, but produce some odd angles.\n\n[normals.blend](normals.blend)\nTurn Mirror modifier or it's Merge on/off -> the seam is clearly visible. Resulting normals don't point in the direction of the original vertex pairs.\n",
"OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n",
"PaintMode: Face Selection Mask Wireframe Drawing with generated modifiers\nWhen using face selection mask with an object that has generated modifiers the wireframe is drawn from the tesselated object. We should remove the edges that are not part of the original mesh.",
"Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\n",
"mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)",
"UV: Opening an image in UV Editor changes zoom\n1) Open default cube\n2) Tab to enter edit mode\n3) Open UV Editor\n4) Observe scale of unit square\n5) Open an image (Click \"open\" and choose an image file)\nBug, unit square is no longer in same location.\n\nThanks @BlenderBob for the initial report!\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",
"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. ",
"Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n\n\n"
] | [
"2.81 - On Texture Paint the UV Map doesnt show up on the left viewport as it does on 2.80\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 12)\nWorked: version 2.80 (latest stable release)\n\nI don't know if it is supposed to be this way, but on blender 2.80 when we switch to Texture Paint we can see the UVUnraped on the left side and on blender 2.81 I can't figure out how to make it show as on the 2.80\n\nAdd a Cube, confirm it is unwraped on Uv Editing, change to Texture Paint\n\nScreenshot from Blender 2.80: PsLPQZR.jpg\nScreenshot from Blender 2.81: 60eywqx.jpg\n\n"
] |
normal edit modifier make weird specular in 2.93.0 beta
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
Broken: version: 2.93.0 Beta
Worked: 2.92.0


2.93.0 beta result
There is a odd reflection in Suzanne

2.92.0 result

1. Enable auto smooth and add custom split normals data
2. add normal edit modifier
3. Set max angle 180 and lock polygon normals
.blend file
[normal_edit_2930.blend](normal_edit_2930.blend) | [
"Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: \nFrame (14) without a glitch: \n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)",
"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",
"Denoise artifacts in Albdeo and Normal pass caused by material roughness\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nThe `Denoise Data Albedo` shows gray flat colored areas if the `metallic/specular` material have the `roughness` value below `~0.274`.\nThis also affects the `Denoise Normal` pass because it can appear black in these areas.\nTo show these artifacts for `specular` and `metallic` materials, the depending values are: `Base Color`, `Metallic/Specular`, `Roughness` and the angle (between camera and face).\nAll of this leads to visible seams in the denoised image (NonLocalMeans and OpenImageDenoise). The more noise the more it is noticeable.\n\nRender passes of material with roughness on 0.0 (See Albedo and Normal pass):\n\nThis shows both the roughness dependent gray area overwriting the the camera dependent gray area.\n\nThis is just to show that irregular roughness inputs (like a noise) also create these. It is the same with Textures.\n\n\n**Edit (10.02.2021):**\nJust noticed and wanted to clarify. The Denoise Normal pass shows black in the top corner, because it reflects the background.\nHere is an example of an object being reflected in that area. \n\n\n**Steps for others to reproduce the error**\n- open attached file or:\n - create a plane\n - set Material to a Principled BSDF Node having: Base Color: 0.047; Specular: 1.0; Roughness: Linear Gradient.\n - set the camera to a viewing angle of 60° to the plane.\n - set the Worlds background shader color to a checker board to have something to reflect on the plane.\n- Render in Cycles with Denoise Data in the View Layer Properties activated.\n[Denoise_Layer_bug.blend](Denoise_Layer_bug.blend)",
"Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n\n\n**Rendered Result:**\n\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)",
"Exact boolean removes custom split normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: -\n\nCustom normals get removed with \"exact\" boolean modifier option, but not \"fast\".\n\n1. Open attached example\n2. Toggle boolean modifier on and off or toggle the boolean modifier option between fast and exact\n\n[exact boolean ruins custom normals.blend](exact_boolean_ruins_custom_normals.blend)\n\nComments:\n\nIf Blender wants more bug reports with attached example files, perhaps they should allow you to export a selection to a .blend? I removed all packed files, but still a bit unsure why the file is so large.\n\nSomeone may question why the attached objects require custom normals at all, but let me just say that custom normals are always present and extremely important to any imported objects from CAD, which these and 90% of all of the objects I work with are.\n\nAlso, I did see #95915 and #95913.",
"bevel (Miter Outer) + mirror modifier gives inconsistent result.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\n\nMirror + Bevel modifier sometimes give some inconsistent result when using the \"Miter Outer\" options.\n\nOpen the file to see the error.\nThank you\n\n\n[bevel.blend](bevel.blend)\n\n\n\n\n\n",
"Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.\n\n\n\n\n\n\n\n\n\n",
"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",
"Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n",
"Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n",
"Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n|  |  |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.",
"Unwanted behavior when modifying the normal vector of the refraction node\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: Blender 3.3\n\nA subtle but sharp bending effect can be seen on refractive material with a modified normal vector.\n\nWhen modifying the \"normal\" vector of the refraction node (or any node with refraction), when viewing at a certain angle, a \"sharp\" bend appears.\n\nA series of bends in the red circled area can be seen where it should be a smooth or straight line.\n\nIt's more obvious if the normal vector is not normalized, but it should be normalized anyway, or the refraction/reflection calculation will not work correctly:\n\n\n\n**Possible causes**\nThe \"ensure_valid_reflection\" could be the cause.\n\nThe commit that added \"ensure_valid_reflection\" is to fix the reflection black spot issue when using a normal map.\nrBd6e769d32e7939e3bbd1986cdc4abd2b13135eab\nWhere the normal vector is being regularized so the reflection ray will not penetrate the surface.\n\nThe code \"ensure_valid_reflection\" is currently here:\nbsdf_util.h#L109\n\nIt is being used in many places where \"refraction\" is present and modifies the normal vector:\nclosure.h#L105\n\nI couldn't track down where exactly causes the issue, but I can show the bending effect aligns where \"ensure_valid_reflection\" kicks in.\n\nThe sharp line that appears on the \"reflection\" side is expected; without it, the ray will penetrate the surface.\nWhile on the \"refraction\" side, the ray should not need to be \"ensured.\"\n\n**Expected behavior**\nThe ray should behave the same as there is a surface with the same normal vector.\n\nNote:\nIn most cases, this doesn't make a significant appearance difference.\nBut this could open a lot of creative uses where light rays can be directed to any angle procedurally;\nFor example, a procedural fresnel lens surface can be used to create something like magnifiers.\n\n- Open attached blend file\n- Enable `Viewport Shading` `Rendered`\n[RefractionBendingEffect.blend](RefractionBendingEffect.blend)\n\nThe bending effect can be seen in the middle\n\nI have provided two mix nodes for quickly examining normalize/non-normalized normal vector, and refraction/reflection behavior.\nNote that when switching to a non-normalized vector, the bending effect will appear on a different viewing angle.",
"Bevel profile incorrect when using arc for inner miter\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe Bevel operation and modifier has an incorrect profile when the inner miter is set to arc and the profile value is either very high or low.\nthis happens in both edge bevel and vertex bevel mode.\n\n|Inner miter sharp (Ok):\n|---\n|\n\n|Inner miter arc:| \n|---|---\n||\n|Shape 0.93|Shape 0.5\nIn this case the Bevel kind of overshoots.\n\nProbably related to #95916 (Pinching effect when using bevel and bevel modifier).\n\n- Open attached .blend file\n[Test.blend](Test.blend)\n\nThank you and have a great day!\n\n---\nUPDATE:\nIn some cases it can also happen with Inner Miter Sharp (#105064)\n"
] | [
"Extreme Normal editing causes flat shading\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92.0\n\nCaused by 1c22b551d0\n\n---\n\n## Short description of error:\nExtreme Normal editing(like flipping the normal and using other normal editing modifiers) causes flat shading.\n\n\n\nIn the image above,the sphere has a Data Transfer modifier which is receiving the Normals of the plane.\nAs in the upper image(2.92.0),the sphere is shaded smooth while in the lower image(2.93 beta) it gets flat shading at some faces.\n\n---\n## Exact steps for others to reproduce the error\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **2.93.0 Beta**\n- Default scene with default cube deleted.\n- Add a sphere object and a plane,add a Data Tansfer modifier to the sphere which transfers the normals of the plane to the sphere.\n- Have the sphere some negative Z axis transformation then observe its normal,the flat shading should be appearing at some angle.\n{icon bicycle spin} Below is a blend file with the setup above with an additional shading node in the material:\nThis is the additional node which filps the normals of the geometry:\n And the results in the respective versions:\n\n\n\n[NormalFlatShadingBug.blend](NormalFlatShadingBug.blend)\n\n---\nFrom #111805:\n| 2.92 | 2.93 |\n| --- | --- |\n|  |  |\n\n[shadingBug.blend](attachment)"
] |
UI Text Display error
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.4.0 Alpha
UI text display error when use Chinese


[Based on the default startup or an attached .blend file (as simple as possible)]
| [
"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",
"Misuse of 'U.pixelsize' in code\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: -\n\n\nThe `U.pixelsize` is the user preference for line width in the UI. Go to \"Preference\" > \"Interfece\" > \"Line Width\".\nChanging the \"Line Width\" has an undesirable effect in some cases.\n\n- [ ] Zooming value with MMB-drag in Clip and Image editors\n- [ ] Dynamic-topology Detail Size\n- [ ] Width of tooltips block\n\nThere's an old list of places that need to be re-checked:\nD9604\n\n",
"Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n \n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)",
"Font Symbol Cleanup\nThis document is my attempt to justify my [proposed changes to the font glyphs ](D6055) by adding some more details.\n\n**The Fonts**\n\nBlender currently ships with *four different fonts*. Two are fixed width (for text editor and few other places) and two are variable width (used in most places of the interface). For each of these two types there is one small version containing mostly lower Latin characters (and therefore only working well for English) and an optional larger version that contains characters from multiple languages. By default the two minimal fonts are used, but you can enable the use of the larger international fonts by selecting the \"Translation\" checkbox in Preferences / Interface.\n\n**The Keyboard Glyphs**\n\nFonts can contain symbols and we make use of some when indicating some keypresses. Some keys, like \"←\" are easier to describe with a single symbol, rather than writing a more verbose \"left arrow\". Some keys, like \"⌘\" on Mac are more often shown as a symbol than written out as text as \"command\" (has been called \"Apple key\", \"clover key\", etc).\n\n*Do we need to show these as symbols?* At least sometimes. Many Mac users would prefer nothing but symbols, while many Windows users would prefer nothing text descriptions so we at least have to support the use of symbols, even if their use differs by platform.\n\n*Do they have to be shown as font symbols?* Yes. Although there are some times when we could have used icons for these, there are many times when these symbols need to used within text content. And in those cases it is important that they be scaled with the text to any size.\n\n**Font Type Reconciliation**\n\nThere are some glyphs that are in the fixed-width versions of the fonts but are not in the variable-width version. The Event Icons (shown in the footer) deal with this by selecting glyphs from one font versus another. But this does not help for other uses. For example, Mac users would like to see \"⇧\" used to indicate \"Shift\". Currently we can see this symbol in the footer but cannot see it in the menus for keyboard shortcuts because the symbol is not in the variable-width small font used in the UI by default.\n\nBy ensuring these symbols are all in the UI font, not only can we then see them properly in the UI to indicate shortcuts, but it also allows us to simplify the Event Icon code since it no longer has to select from multiple fonts depending on glyph.\n\n**International Font Reconciliation**\n\nThere are some symbols that are in the minimal (English) font that are not in the larger international font, and vice versa. It is very important that the international font be a complete superset of the smaller font. That is required for us to eventually [use only the international fonts ](D3705).\n\n**Size and Alignment**\n\nOur four fonts are all meta-fonts, containing characters from a number of different fonts. Over time each has gained new glyphs as they were needed, from a variety of donor fonts. Because of this the keyboard symbols we use do not share common sizes or alignment. Had they all be taken from the same font then each would work together harmoniously, with the same width, bearings, and vertical alignment.\n\nBy making these symbols share common sizes and alignment they can be placed by each other and still be readable. So if we need to use \"⇧⌘\" together we want them to be harmonious.\n\nAnd by making these gylphs similar size and alignment it also means we can further simplify the code in Event Icons that has to currently deal with per-character adjustments.\n\n**Future Work**\n\nOnce these glyph changes are accepted we can then use these characters where we want. For Macs this is important for shortcuts, but it also comes in handy for Windows users too. Although Windows users prefer text over symbols for things like \"Ctrl\" and \"Alt\", it would still be nice to use symbols for \"Windows key\" and \"Menu key\" since those two are never shown as text on keyboards.\n\nOnce we are able to swap out our minimal font for the international version without errors, we can consider making the international font the only fonts used. And at that point we can use a subset of the smaller font as a **fallback font**. That way if a user replaces the main UI font with something else they can still see these characters even if that font does not contain them.\n",
"Text rendering: Add full support for complex scripts layout (like devanagari, thai, etc.)\nThere has been a (low-level) stream of reports since years now, about users wanting to write in Blender in their own language, which requires [complex script layout](Complex_text_layout).\n\nThis is currently not possible in Blender, we only have a very basic/simple layout code. Some scripts (like Arabic one) can partially work around the situation by using (pasting) some kind of 'pre-processed' strings using pre-layed-out unicode points instead of the 'raw' ones, but this means people cannot directly type in Blender in those languages either. And this is not available for other scripts, like many from South-East Asia (India, Cambodia…).\n\nMost obvious solution currently would seem to be to replace out current layout code with [HarffBuzz](http:*harfbuzz.org/), probably together with [fribidi](https:*github.com/fribidi/fribidi).\n\nThis is not a terrific amount of work, but likely not a very simple one either, and though most of it should be limited to the BLF area of the code, it could require some changes elsewhere too. First step would be to try a quick proof-of-concept, to see how well that could be going…\n\nSee also [D1809: Complex Text Layout](D1809), an old patch adding support to complex scripts.",
"Status bar information gets cut off when using a monospaced font\n\nOperating system: Arch Linux\nGraphics card: NVIDIA GTX 980\n\n\nBroken: Blender 2.90.1\nWorked: I don't think this has ever worked when using a monospaced font (fira mono regular)\n\n\nWhen using a monospaced font, if you want to display scene statistics, blender version, system memory and video memory on the status bar the text will always get cut off and you need to scroll to see it. Its position on the status bar also gets reset everytime you interact with the viewport which makes it super annoying.\n\nI don't see how the empty unused space to show mouse shortcuts is more useful than scene statistics and other information.\n\nI also reported it on the actual task that prompted all these changes to the status bar and was completely ignored.\n\n\nGo to blender *Preferences* > *Interface* > *Text Rendering* and set the *Interface Font* to fira mono regular or another monospaced font.\n\nThis is how it looks with the default font:\n\n\n\nThis is how it looks with a monospaced font:\n\n",
"Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n",
"Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.",
"Text Object - Edit Mode - Special Characters - Circle and Promille doesn't get created\nOperating system and graphics card\n\nNivida 760 GTX, Win 7, 64 Bit, german\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\nBlender 2.79\n\n\nText Object - Edit Mode - Special Characters, the Special characters Circle and Promille doesn't get created when i choose them. \n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nCreate a new scene. Create a text object. Insert special character promille, insert special character circle.\n\nThey should create. But here nothing happens then. There is no warning. The Info editor tells me the characters are created. But the characters are simply missing in the text.\n\nThe list in the Info editor seems also to have some flaws at displaying what character gets created. Two characters shows an empty string in the brackets. One shows the common square for a not found ascii character.\n\nMaybe this is because of my german Windows 7 64 Bit Home , with american keyboard layout removed.\n\nExample images and a file is attached.\n\n\n[missingcharacters.blend](missingcharacters.blend)\n\n\n\n\n",
"Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n",
"LOAD UI - Checkbox Status Ignored\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: (Unknown)\n\n\nWhen opening a file with a UI that does not match the default UI, the file's internal UI is loaded regardless of the LOAD UI checkbox being marked \"OFF\". More specifically, the MODE of a workspace is not respected and uses what ever mode is used within the file.\n\nIE, the default is \"Object\", while a scene can override it to something else - in this example, Texture Paint.\n\nAs the mode is part of the workspace setting, it should not be overriding when the scene is opened.\n\n\n\n\nSee screenshots.",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"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\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\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.",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!"
] | [
"Only English fonts are displayed in 3.4 alpha\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 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.3.0 Beta\n\nJapanese fonts (probably all except English fonts) are not displayed in Blender 3.4Alpha.\n\n In Preferences\nTranslation>Language=Japanese>Affect: Interface is on\n\n3.4 Interface=Japanese ON \n3.4 Interface=Japanese OFF \n3.3 beta is normal: "
] |
Bone Selection Problem (on NVIDIA Quadro)
Operating system: Windows 10 version 1809 (OS build 17763.615)
Graphics card: NVIDIA Quadro [P2000](P2000.txt)
nvidia driver version: 431.02
Broken: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e
Please open attached "BoneSelectionProblem.blend" below.

You can select hand bone by clicking inside blue annotation. But the bone cannot be selected by clicking inside red annotation. (Don't move or rotate camera when you try this after opened the file)
[BoneSelectionProblem.zip](BoneSelectionProblem.zip)
[system-info.txt](system-info.txt)
Thanks | [
"texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)",
"Batch Rename Operator's lacking additional features for user-defined organisation of numerical (e.g., 001, 002) reassignment on the Bones in the Selection\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.4.3.230420\n\nBroken: version: 3.3.7\nWorked: Never developed feature I guess.\n\nThis problem arises when we are trying to Batch-Rename a bigger Selection of Bones, and we want to assign numerical naming to them (such as Bone.001, Bone.002, Bone.003...), but, additionally, we want to logically order/reorder which Bone will start with \"001\" and which other Bones in 3D space will then get the other names \"002\", \"003\", etc.\n\nParticularly, when we Batch Rename the same Selection of Bones (all the Bones in given file) with the follow settings:\n**Selected: Bones\nType: Set Name\nMethod: New**\n**Name:** e.g., **Bone.001** or **Bone**\nand that we want to order these number names to 'swap' between the Bones in different, useful orders (for example, imagine, opening the file, that we just want to Batch Rename the Bones so that they are named Bone.001 to Bone.007, but on an inverse order: that is, in the 3D Viewport, from right to left instead of from left to right). So, what I've learned by accident is taht we can actually Batch Rename [Ctrl+F2] the same Bone Selection, with exactly the same settings, applied over and over again (iterations of the Batch Rename Operator); and this will make those number names to swap (and sometimes this is very helpful in [re]organising a project), however, if we keep doing that (iterations), what we see is the emergence of a strange cyclic pattern, that is actually very specific and hard to understand at first; unfortunately, this pattern is not that useful for multiple reasons in reorganisation, as it seems to be controlled only by (what I assume could be) the Bones' Indices (\"IDs\"), which are not very accessible nor very controllable, and we certainly do not have features in Batch Rename which relate in a clear and directive way to the Bone's Indices. Originally, I did expect Bone Parenting hierarchy, if any, would help in some sort, in terms of smart automation, of the Batch Rename feature; or, perhaps, the order in which the Bone Selection was made for a current use of the Batch Rename Operator would have an effect; or, at least, the Active element in that Bone Selection would have and influence. However, apparently, none of these factors seem to apply or be consistent: only the order in which the Bones were originally Added to the Armature Object [so, an ID/Index thing for the Bones?] seems to have an effect in the pattern which emerges from the iteration of the Batch Rename Operator on such settings for the same Bone Selection.\nMoreover (annother very peculiar and annoying limitation): the \"001\" will NEVER swap place! differently from the other number names. So, to give the name \"Bone.001\" to, for exemple, the Bone on the opposite side (which is not the 1st Bone with the earliest Index in my file), we can't just Batch Rename to get this job done (especially not, if there is already a Bone named \"Bone.001\" name in the Armature Object and that we want to keep this exact Name structure \"Bone.###\").\n\n1) Please, open the Blend file.\n2) Select All the Bones and Batch Rename with the following settings:\n**Selected: Bones\nType: Set Name\nMethod: New**\n**Name:** give something like **Bone.001** (could be just **Bone**) or **Test.001** (could be just **Test**)\n3) OK on the Operator, see how the Bones were Renamed;\n4) Once again, command another Batch Rename Operator [Ctrl+F2], keeping exactly the same settings (so this time just press OK);\n5) Observe the output;\n6) Keep re-iterating, and try to understand the pattern that shall emerge from it (is this really about Bones' Indices/ID only? Can we spot this data for Bones in the UI? Can't we swap Bones' Indices as well between themselves?). See if the Bones' Names 'swapping' could attend to different, some very specific reordering that we might wish to obtain in an automated way (like, in my example of an inverse ordering.\n7. So, in clonclusion: it took me months to come up with an hypothesis about the emerging pattern and to finally assume it might be relevant to Report it as... 'something odd and worth Reporting'. I understand it is probably not a bug after all, but originally it sounded very random. But most importantly I thinl: whatever logic the pattern is based upon, it is not a versatile pattern in relation to all the cool possibilities the Batch Remame Operator on a Multi-Selection can do; so it does look like it could require some assessment. Thank you for your attention and sorry for the excessive amount of information on such very specific use of the feature.\n\n",
"GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n",
"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",
"Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n",
"Bone's Custom Properties are invisible in the Bone Properties Editor if bone in hidden layer\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.0.0\n\nWhen a bone is selected in the Outliner, but is not on a visible bone layer, its Bone Properties are accessible, but it will not appear to have any Custom Properties.\n\n[BoneBug.blend](BoneBug.blend)\n\n - Open attached file. \n - Select \"Bone B\" in the Outliner.\n - View the properties of Bone B in the Properties Editor. The Custom Properties panel is empty!\n - Go to Armature Properties and enable the hidden layer.\n # Bone B's Custom Property has magically re-emerged.\n\nThis is very misleading!\n",
"Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n\n\n",
"Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.",
"X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode",
"Unable to adjust Opacity of Camera Background Image\nOperating system: Linux-5.11.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.1; Also tested broken in Blender 2.93.1 and 2.93.5.\n\nWorked: (newest version of Blender that worked as expected) 2.83.18\n\n\n**Opacity of camera background image cannot be adjusted.**\n\n\n\n\n- select camera\n- switch to active camera view\n- check camera background image\n- add camera background image\n- adjust opacity slider (Nothing happens - image remains at 100% opacity)\n\n\n\n\n\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",
"Solidify cause wrong vertex selection in edit mode\nLinux-4.19.0-12-amd64-x86_64-with-debian-10.6 64 Bits\nMesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.3.6\n\nWindows 10-10.0.19041 SP0 64Bit\nGeForce 9600 GT PCIe SSE2 Nvidia Corporation\nRadeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.83.2\nBroken: version: 2.90.1\nBroken: version: 2.91.0 Beta\nWorked: unknown\n\nIn 3d viewport, vertex selection, solid mode, X-Ray off, you cannot predict what you are selecting when using solidify:\nBlender is ignoring the X-Ray (\"Allow selecting through the items\") and is selecting, randomly, occluded items.\nHaving a very narrow clipping does not mitigate the issue.\n\nExplanation video [SelectLight.mp4](SelectLight.mp4)\n\n[#82182.blend](T82182.blend)\n\n- Open file\n- Click inside blue circle\nOccluded vertex will be selected\n",
"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)",
"Vertex Selection Clipping Through Model\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.1\n\nWhen selecting vertices on an object, it will select the vertices on the face of the object and intermittently select all others behind as if in xray mode. \n\nGrab or scale icing vertices and pull.\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)."
] | [
"Bone selection problem (maximum drawtype wire or viewport shading xray -- bones can only be selected by clicking on their wires even though shading suggests the whole bone is clickable)\nOperating system:windows 10\nGraphics card:intel hd graphics \n\nBroken: v2. 80 release candidate (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nI was having problem in selcting the bones with my mouse. I can select all things except bones in all modes. It can be only selected by box or circle select tool. \n\nIf I understand correctly, this applies to all armatures whoes object maximum drawtype is set to Wire [doesnt matter if generated by rigify or done by hand].\n\nIn contrast to 2.79, these armatures a re now not really displayed as wire only, but have this semi-transparent overlay which tricks users into thinking one can select the whole bone (whereas selection still only happens on the wire)\n\n- If the objects maximum drawtype is set to Solid or Textured, the issue goes away, unless\n- If viewport shading is set to XRay (bones can then also only be selected by clicking on their wires)\n\nSo in the end, this might be working as intended (however this has caused confusion in multiple reports), will update task description accordingly..."
] |
Instances have no impact on memory when rendering in last build 2.8. both cpu and gpu.
Operating system: Win10
Graphics card:RTX 2080ti
Broken:
2.8.45 -> "blender-2.80.0-git.1af810b4ff17-windows64"
instances geometry dont share the same geometry data when rendering, they act like shift d geometry in terms of vram.
10 instances of an object is 10x times the ammount of vram that the geometry of one instances take.
blender 2.8 right now is unusable with large scene that have large ammount of high poly instances. I think its quite a big deal.
step 1: create a scene with only a suzanne set to 5 subdiv subsurf modifier, applied it and a camera + lamp.
step 2: render suzanne is 117Mo for me
step 3: alt d suzanne five times and do a render. its not 117Mo but 579Mo, x5 the ammount of vram, so the instances are not working correctly.
| [
"Generated cordinates from instancer\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\nDocs says, that it should work, but do not give any example.\nGenerated from instancer gives -0.5 value on all instances and points.\nI expect to have correct vector field, the same as instancer have.\n\n{[F9500816](59614942.png) size = full}\n[from instancer.blend](from_instancer.blend)\n\n[2020-12-10_23-36-48.mp4](2020-12-10_23-36-48.mp4)",
"Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n\n\nTest File:\n[#95518.blend](T95518.blend)\n",
"Blender baking's margin overlap if multiple meshes are selected\nBasically just a duplicate of T51134 that Aaron Carlisle asked me to send as a new report.\n\n\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: AMD RAVEN (DRM 3.35.0, 5.4.0-58-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nWorked: never with Cycles as far as I know.\n\nCycles overlap the region margin on other islands in the final result.\n\nCycles will bake an object/island, apply the margin, then proceed to do the same to the next one on top of the previous and they will overlap if the margin is bigger than the distance of the UVs, instead of applying to the finished bake and having the margins having an equal distance between islands, as Blender Internal used to do.\n\nJust press bake on the file. Or any multiple objects with a margin bigger than the UV islands.\n\nAs far as I know this has always been a problem with the Cycles baking implementation, besides some other issues of performance and usability. For instance if baked with multiple objects selected it is much, much slower than if I collapse them and merge, as I mentioned in the previous bug report.\n\nI understand it should be slower if they are separated, but I don't imagine it should be that much slower.\n\n\n\n",
"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",
"EEVEE image sequence frame offset not working [in multiple image texture nodes having the same image datablock]\nOperating system: WIN 10\nGraphics card: RTX 2070\n\nBroken: 2.81 date 2019-09-08\nWorked: none\n\nif I use one video texture in different materials, I only change the frame offset of the texture node\n- CYCLES: work as expected ( image is offset in time)\n- EEVEE: all materials use the same frame of the video texture\n\n\n\n\n\n[test_offset_blender-02.zip](test_offset_blender-02.zip)\n\n\nset viewport to \"rendered\" mode. just switch from EEVEE to CYCLES to see the difference (the number displayed on the texture is the frame number of the texture)",
"Impossible to copy/paste data between different Blender instances that are using different temp directories\n|Operating system:|Linux-5.8.16-2-MANJARO-x86_64-with-glibc2.2.5 64 Bits\n| -- | -- |\n||Windows 10\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.16-2-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: version: 2.92.0 Alpha\nWorked: Never\n\nIt is not possible to copy/paste data between two Blender instances that use a different `Temporary Files` path.\n\n- Open two instances of Blender (regardless of whether they are the same version or different versions)\n- In the destination instance, delete all objects and set a custom path for Temporary Files (in Blender Preferences - File Paths)\n- In the other instance, Ctrl-C to copy default cube, \n- In the destination instance, Ctrl-V to paste,\nIt is not pasted, message \"no objects to paste\"\n\n",
"Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n",
"Decrease SharedCache overhead\n## Background\nAdding more uses of `SharedCache` to mesh/curves runtime data might\nbe a performance concern in the long run if we continue to add more.\nTo test this, I made a loop of the worst case for the shared cache concept.\n```\nSCOPED_TIMER_AVERAGED(__func__);\nfor ([[maybe_unused]] const int i : IndexRange(5000)) {\n Mesh *mesh = BKE_mesh_new_nomain(2, 1, 0, 0, 0);\n Mesh *copy = BKE_mesh_copy_for_eval(mesh, true);\n BKE_id_free(nullptr, mesh);\n BKE_id_free(nullptr, copy);\n}\n```\nThis is the worst case because none of the caches are used and the mesh\nis tiny, just one edge, so the cache allocation is more likely to stick out.\nAnd we allocate 10000 meshes.\n\nI ran this with current master, and then again after adding 40 shared caches\n( `SharedCache<Array<int>>`) to the mesh runtime struct.\n| | master | 40 extra shared caches |\n| -- | -- | -- |\n| Time to create, duplicate, free 5000 1-edge meshes | 17.4ms | 21.5ms |\n\nIt's clear that there is some overhead, but given the extreme situation, not _that_ much.\n\n## Solutions\n\n- Avoid extra allocation when copying/moving from an existing `CurvesGeometry`/`Mesh`\n- Use some kind of free-list instead of using the allocator directly. Doesn't really solve the scalability issue, but can help anyway. Not really worth doing for now though.\n- Combine multiple shared caches into one.\n- Only allocating the shared cache pointer when a copy is done (protected by a separate mutex).\n- Only allocate the shared cache eagerly when there is certain minimum number of points.\n",
"Cycle Shader Displacement does not distinguish Instances by Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n\n\n[DISPLACEM.blend](DISPLACEM.blend)",
"Realize Instances lost Z rotation of Curve Line in certain situations\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Beta\nWorked: N/A, 3.4.1 is also affected\n\n\nDiscovered in Blender.chat, Realize Instances doesn't appear to passthrough some type of curve rotation, for example Z rotation on a (0,0,0) to (0,0,1) curve line is lost during the process.\n\n\n- Download the attached blend file\n- Observe the curve line have random rotation per instances, but didn't result in rotated meshes\n- Disable Realize Instances and observe the instanced meshes are rotated as expected.\n- Enable Realize Instances, instead put an additional (0.001) rotation to X axis with the Combine XYZ node, observe this rotation are kept after Realize Instances.\n- I believe this behaviour should be consistent across all possible rotations.\n\n",
"Memory leak with no actions at all.\nOperating system: Linux-5.13.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.2.2\nWorked: version: 2.93.9\nI just open any version of Blender since 3.0 and just moving the mouse around makes the amount of memory used by Blender rise. It doesn't stop. It doesn't liberate the memory, ever. It just goes higher and higher, until the memory is full. At first, I thought it was something related to the projects and operations I was doing. I tried to reduce the undo steps and everything else that's advised to reduce memory consumption, and today I realized that simply moving the mouse around was already increasing the memory usage of Blender. I don't need to do any actions\n\nNow, I have two versions of Blender open, to compare 2.93.9 and 3.2.2. Both have the same scene: Susanne, a camera, and a point light. At first, Blender 3.2.2 started with a smaller amount of memory, something around 260K, against the 320K of Blender 2.93.9. But slowly it grows and doesn't stop. Just moving the mouse around or navigating through the scene. \n\nAt some points, for any reason, the memory in 2.93.9 also rises, but then it goes back to normal, but not in 3.2.2. It only rises. \nAt this point, this is the difference in memory usage for both for that specific scene:\n\nTried to create a new scene to see if Blender releases the memory, but no result. When working on my projects, I need to restart Blender to get the memory back to normal. That happens several times a day, depending on the size of the project.\n\nNow that I am finishing to explain, I see that the 2.93.9 memory usage raised a bit, it's on: \nBut if I open the window there, it goes back to normal, but not the 3.2.2.\n\nTo prove that, I just opened the 2.93.9 window and see what happened: it went back to the initial amount of memory. But the 3.2.2 only rises. Now, at the end of this report: \n\nOpen blender in a default scene and see the memory consumption rise as you move the mouse around.\n\nI tried to find similar reports to avoid duplicating them, but I did not find any similar ones.\n\n\nPS: I've tried all versions of Blender since 3.0 I have here and the same happens to all of them.\n",
"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",
"Bug in particle system - missing particles representations\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.90.1\nWorked: potentially never, does also not work with 2.80\n\nWhen creating a particle system with `instance objects` and using more than ~15.000 particles, not all particles are represented with the instance object. The more particles the particle system contains, the more instance objects are missing. \nThe following images illustrate the problem.\n\nExample with 120 x 120 = 14.400 particles. All particles are represented with the instance object (in this case a cube) - except for the first particle at the top left corner. This particle is always missing - even for small particle systems. \n\n\n\nFor slightly bigger particle systems (e.g. 150 x 150 = 22500 particles), a few particles at random positions in the particle system do not contain an instance object (see the black dots)\n\n\n\nFor way bigger particle systems (e.g. 200 x 200 = 40000 particles) the last particles (i.e. the particles at the bottom right with the biggest indices are missing)\n\n\n\nThe presence of particles without instance objects also affects other particles when using specific nodes. For example, when using the `index` output of the `Particle Info Node` to compute a texture coordinate for each particle used to compute individual colors for the particles produced strange results.\n\nHere a working example for 120 x 120 particles (as reference)\n\n\n\nAnd here a non-working example for 200 x 200 particles (zoomed on the bottom-right corner)\n\n\n\nSide note: In all the examples, the particles are there, but the instance object representation is missing.\n\n\nExecute the following Python script within Blender's text editor. Or, when using Jacques Lucke's VSCode Plugin: execute the script (again) when Blender is already opened (since it does not work with a restricted context)\n\n[particle_sys.py](particle_sys.py)\n\nBlend file with the an incorrect particle system\n\n[particle_sys.blend](particle_sys.blend)\n",
"Scene strip to cache/prefetching\nOperating system: windows 10\nGraphics card: rtx2060\n\nv2.83.0\n\n\n32:22 - 36:00\nwatch?v=MW-wn9htHFM\n\nI posted a question for \"blender today\" where Pablo Vazquez and @dfelinto reviewed what I was talking about, and at the end, they mentioned to report it as a bug. i put the time stamps for the video above. my original post read: \"i was wondering how to load a scene strip to cache (like prefetch it) in the vse. currently i have to scroll over the clip multiple times, because pressing play and letting it play doesn't load the whole thing to cache.\"\n\njust to reiterate, I am talking about *scene* strips. I'm not sure if this is actually a bug or a feature request, but considering that they were messing around with it and told me to report it as a bug, that's all i wanted to do. thank you!",
"Point Instance node doesn't instance meta objects.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\nBroken: version: 2.93.0 Alpha\n\nFor Geo Nodes, Point Instance node doesn't work (doesn't copy) meta objects (like metaball). \n\nI used a very basic setup. The original input and output nodes plus one point instance node. I selected the object to be a meatball. Nothing happens! I selected any other object (non-meta). The object is instanced. Geo nodes were added to the default cube. \n"
] | [
"Blender ignores linked meshes when rendering in Cycles\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080\n\nBroken: 2.80 beta (2018-11-29 15:57, 26d5a3625ed, blender2.8)\nWorked: 2.79 (5bd8ac9)\n\nWhen using duplicate linked objects, the total amount of memory used to render an image in Cycles is the same as if the linked meshes were single-user copies.\n\nLoad the default start-up file. \nSet the render engine to Cycles.\nDelete the default cube.\nAdd in a suitably vertex-dense object, such as an icosphere subdivision 6.\nRender the file and take note of the memory statistic in the image viewer.\n\"Duplicate linked\" (alt-d) the icosphere 2 or 3 times.\nRe-render the file and note that the memory used has increased substantially.\nMake each icosphere a single-user copy\nRe-render the file and note that the memory used is the same as it was in the second render.\n[linked spheres test.blend](linked_spheres_test.blend)\n"
] |
The value of a custom properties with type "String" is not displayed in the UI
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.1 30.0.15021.1001
Broken: version: 3.2.0 Alpha
The custom property preview is not working for a property of type "String". But it shows the correct value when you hit the gear icon to change the value.
 
- Add a custom property to the default cube.
- Hit the gear icon and change the type to "String", add a value and hit OK.
# Now you see that the value in the preview is 1.0 and not what you set.
| [
"Average: Custom Normal's functions probably doesn't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nMesh > Normals > Averame > Custom Normal functions (F9) probably doesn't work.\n\n1) Add any mesh. \n2) Switch mode to Edit Mode.\n3) Select all components.\n4) Call menu Mesh > Normals > Average > Custom Normals. At this point normals changed.\n5) Open bottom menu or press F9 and try change any sliders.\nChanges will not occur. I assumed that this was a mistake, because. these sliders are repeated in the modifier Weighted Normal, but there they work fine!\n",
"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\n\n",
"Incorrect and Confusing Units for String to Curves Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nIncorrect and Confusing Units for String to Curves Node, depending on Scene / Units\n\nIf Scene / Units is set to Metric this node looks like this:\n\n{[F13984816](image.png),width=100%}\nCharacter spacing is shown in meters, and that is so odd that it might as well be shown in \"number of chickens\". Our current Character Spacing is already done strangely enough. This value is divided by 2 then 0.5f is subtracted from it. That value is a portion of the font's em square that is added to each character. So a value of **1 means no change** to character spacing. 0 means that 0.5 of an em is subtracted from each one. That \"1\" means default is bad enough, but much worse to show it as one meter. \n\nAt minimum we should show this as unitless. Better would be to not do the division and shifting and therefore show \"0\" as default and add \"em\" as unit. This would match with CSS letter-spacing.\n\nWord spacing is similar, but is a factor multiplied against each character's advance. So again, \"1\" means normal, 0 means that a space has no width, a 2 means a space is twice as wide. No relation to grid size. So showing \"1 meter\" is pretty bad.\n\nThis also should be unitless. Ideal would be to change it from a factor to a absolute value added to the width of space characters. That way it can also be \"0\" by default and show \"em\" as units. This would match with CSS word-spacing.\n\nFor even more oddness, this what it looks like in Imperial\n\n{[F13984832](image.png),width=100%}\n\nAs in normal and default character width and normal word spacing are shown as \"3.28 inches\"?\n\n",
"Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n",
"Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n",
"Keyframes and drivers on custom nodes properties seem not working\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.4.7\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI'm not able to animate the properties of custom nodes. Keyframes do not work properly: when I set one all the others seem to disappear and only the last value set as a keyframe is shown on every time step.\n\n1. Go to the text editor, import the 'Custom Nodes' template and run the script.\n2. Open the 'Custom Node Tree' area.\n3. Add a 'Custom Node', in the 'Some Nodes' category.\n4. Add a keyframe for 'my_float_prop' on frame 1.\n5. Change the frame, change 'my_float_prop' value and set a keyframe.\n6. Now I should see (at least it was like this in the last version) the property changing while scrolling through the timeline between the two keyframes I just set, but I don't. The property keeps the last value.\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",
"Geometry Nodes Inputs `is_animatable` Property Incorrectly Returns False\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nGeometry Nodes inputs' context menus ([WM_MT_button_context ](bpy.types.Menu.html#extending-the-button-context-menu)) incorrectly show the inputs' `is_animatable` property as `False` when the property does accept keyframes (see screenshot, attached).\n\n\n - Open the attached .blend file (attached, below)\n - Run the script in the Text Editor\n - Right-click the Input property of the Cube's Geometry Nodes Modifier\n - Open the System Console to see the `is_animatable` property of `context.button_prop` is `False`\n[is_animatable.blend](is_animatable.blend)",
"Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n",
"Implement UI for brush assets and Draft operators\nWe don't have all the operators yet, and we may change their icons. But the core UI can be worked on already:\n\n* Getting information from Asset\n* Have an element that shows the thumbnail that is not clickable\n* Show override color for drafted settings.\n\n\nFor the design, see #106898.\n\n",
"[Python API] Not working `alert' property of 'bpy.types.UILayout' that contains 'popover'\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.1\nWorked: seems to be never worked\n\n**'Alert' property of 'bpy.types.UILayout' that contains 'popover' is not displayed**\n\n1. Open file `space_outliner.py`\n2. Set`OUTLINER_PT_filter` row layout `alert` property to `True` and `active` property to `False`\n\n\n\n**Expected:**\n\nWe expect row to be of red color because of `alert=True` and reduced opacity because of `acitve=False`\n\n**Result:**\n\n\n\nIt is not working for row layout that contains `popover` method\n\n",
"Cycles: modifying properties through the Python console does not trigger updates.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\n\nLoad a scene with a 16k hdri\nwith viewport rendering happening, try and rotate the hdri environment using a mapping node:\n\n\nnow change the world surface setting sampling method to manual, and the map resolution to 1024\n\nmessage will appear:\n\n\nnow rotate the hdri again. It'll be much more responsive.\n\nnow in the python console enter:\nbpy.data.scenes['Scene'].world.cycles.sample_map_resolution = 15360\n\nNotice the message 'updating lights' didn't appear in the viewport.\n\n rotate again, it's still responsive because cycles is still using the 1024 manually entered.\n\nNow restart the viewport render by clicking on solid viewport mode and back to rendered viewport mode\n\nRotate again. Still responsive. Even though the viewport has been restarted, cycles is still using the last manually entered value of 1024.\n\n-------\n\nNOTE: no updates seem to be triggered for the properties. The only update triggered seem to be for the console's current line which is modified after executing the entered line.\n",
"Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)",
"Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)",
"Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n\nAfter:\n"
] | [
"Custom Properties's default value \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.19\n\nBroken: version: 3.1.0\n\nI am trying to change the default value for bone's new custom properties to zero. but its not happening. have a look at attachment,\n \n\n01.Create a bone, Go to pose mode. \n02. Go to bone property tab.\n03. Custom Properties > New\n04.Go to setting of custom Properties.\n05. Change Default Value to \"0\"\n06. now expected result is the outcome default value for Property should be \"0\" But it is still 1.\n\n[DefaultValueBug.blend](DefaultValueBug.blend)\n\n\nThis is a very small thing but in my rigging process, i want my attributes to start from \"0\" most of the time so I have to do it manually. I wish it will be fixed in the next update. Thanks a lot :)\nCheers. \n\n"
] |
volumetric not working in latest build of 2.8
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67
Broken: version: 2.80 (sub 54)
Worked: (optional)
volumetrics not working in eevee
| [
"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",
"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",
"Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily.",
"GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. \n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n",
"Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n",
"UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section",
" 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",
"Tablet Pressure not working in New Window\nOperating system: Windows 10 20H1\nGraphics card: Nvidia 2070 8G\nDrawing Tablet: Huion Kamvas 16 Pro 2019\n[system-info.txt](system-info.txt)\n\nBroken: 2.92.0 and 2.93.6\n\nPen pressure not working on newly created window. Very repeatable. \n\n\n - Open Blender\n - Open Project\n - Create new Window from Main View\n - Move New window to Kamvas 16 Tablet\n - Use tablet pen to paint the mask. \n - **Pressure does not work.**\n - Verify by toggling Pen pressure button in radius and strength fields.\n - Use tablet pen again to verify\n - **Pressure still not working.**\n - Close The window on the Kamvas Tablet. \n - Move Main Window to Kamvas Tablet. \n - Use tablet pen to paint the mask. \n # Pressure is working.\n\n\nExpected behavior would be that the pressure works in the newly created window. The steps outlined above as well as the attached video evidence prove that the Tablet Pen is working In blender just not on the newly created window. \n[2021-11-23 03-52-41.mkv](2021-11-23_03-52-41.mkv)\n\n",
"OSL CheckBox socket not working in NodeGroup\nOperating system: Windows 10 Home\nGraphics card: NVIDIA GeForce MX250\n\nBroken: 3.5.0\n\nOSL CheckBox socket doesn't work if the node is in the NodeGroup\n\n\n\n\n```osl\nshader test(\nint CheckBok = 0\n [[string widget = \"checkBox\"]],\noutput float out = 0\n){\nout = CheckBok;\n}\n```\n\n",
"Two materials: volumetric being in second slot causes error in EEVEE\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\nWorked: IDK, but I've been using blender since 2.79 and have not encountered this problem when I have done this kind of thing.\n\nWhen I have a mesh object that has both solid and Volume Scatter materials on it (in different slots), in EEVEE, the volumetric material only works if it is not in the second slot. If it is in the second slot (top down), it causes the black \"shader missing\" to be applied. Moving the volume slot up to the top with the solid material in the slot at the bottom causes normal operation.\n\nGo into edit mode on the default cube.\nDuplicate the mesh, but leave it at 0 0 0. Scale the duplicate up a little.\nCreate a second material slot, and assign the duplicate larger cube to it. Leave edit mode.\nCreate a \"Volume Scatter\" material for the second slot. The outer cube will turn black.\nMove volumetric material up in list of materials. The outer cube will change to the proper fuzzy grey.\n\n[#83538.blend](T83538.blend)\n",
"2.81 shadows are incompatible with flat toon shaders and Data transfer modifiers\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nNew shadows in EEVEE are incompatible with flat (toon) shaders and custom normals\n\nCreate a simple Toon shader in Eevee (Diffuse BSDF->ShaderToRGB->ColorRampConstant->Mix->Output\nShadows are jagged and unusable, even on maximum Cube Size and Cascade Size and high sample count. In previous version 2.8, the shader will appear clean and sharp even on low settings\nIn addition, the new shadows do not respect normal editing via Data Transfer Modifier. Attach a Data Transfer Modifier to an object with the shader, Check Face Corner Data, Custom Normals, add a source mesh to source mesh. In mesh data under normals check Auto Smooth. in 2.81 the shadows will not obey the custom normals and will add shadows where there are none on the source. In previous version 2.8, the shader will obey the custom normals and not add extra shadows. See attachments\n\n\n\n\n\n[BadShadowsExample.blend](BadShadowsExample.blend)\n\n",
"Eevee: Principled volume shader set on Geonodes Volume Cube node gives unexpected result \nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX580\n\n**Blender Version** \nBroken: 3.3.0 alpha\n\n\nPrincipled volume shader in eevee creates an additional layer of density on volumes created by Volume Cube node. Volume scatter and Volume Absorption work as expected, as does rendering on cycles. One thing of note is that the unwanted cube maintains its position when changing the bounds of the volume cube.\n\n\nCreate volume on geometry nodes with Volume Cube node, set density to 0. Add principled volume material with non-zero density. With appropriate eevee volumetric settings, the effect should be apparent.\n\n\n[smoke_bug.blend](smoke_bug.blend)",
"Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n|  |  |  |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)",
"Regression, Eevee: Fill with single normal produces wrong 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 375.70\n\nBroken: version: 2.93.0\nWorked: 2.83.9, 2.92.0\n\nWhen I try to fill all backfaces with single normal, 2.93 produces various normals instead single.\n\nProper view (2.83):\n\n\n\nBug (2.93):\n\n\nDemo:\n[2021-06-05_02-06-54.mp4](2021-06-05_02-06-54.mp4) \n\nFile for tests\n[cutoff shader.blend](cutoff_shader.blend)",
"Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n\n\n\n\n\n"
] | [
"Multiple Principled Volume shader failures w/ Eevee\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.8.38\n\n\nBroken: version: 2.80 (sub 55)\nWorked: Unknown - Just started using Eevee volumetrics\n\n\nPrincipled Volume Shader on objects is always completely transparent. Principled Volume Shader on the World causes 3D workspace rendering artifacts.\n\n\n\n - See the attached .blend file.\n - Make sure you are set to use Eevee and are in Display Render Preview\n - Make sure the cube is selected\n - Observe that the cube does not seem to render other than its outline\n - Switch renderer to Cycles and observe basic volume rendering\n - Switch renderer back to Eevee\n - Switch the Shader Editor from Object to World\n - Connect the Principled Shader node to the Volume input of the World Output node\n - In the 3D viewport use middle mouse button to navigate around the scene.\n - Observe multiple drawing artifacts on the screen (mostly ghosts and an occasional all black screen).\n - Switch the renderer to Cycles\n - Observe that volumetrics work for the World and for the Object.\n\n[volumetricBug.blend](volumetricBug.blend)",
"Eevee - No Principled Volume & Volume Scatter previews in render&viewport\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 55)\nWorked on: 2.80 (sub 53)\n\n\n[Eevee doesn't show any preview of a volume texture in render&viewport both for object and world volume.\nBoth Principled Volume and Volume Scatter do not work. Also When you add Principled Volume to a world shader you won't see any lights in a scene in the cycles engine]\n\n\nAfter adding some emission it looks almost like it works but it only pretends and volume has only one specific look, \"one look to rule the all\" - no matter what density you set (even zero) and no matter what amount of emission you add - except zero:\n\n\n[Add Principled Volume or Volume Scatter to a material of an object or world shader]\n[no volume.blend](no_volume.blend)\n",
"EEVEE Volume-Lighting does not work anymore at Blender 2.80b (build from 10. April 2019)\nOperating system: Windows 10 (1803)\nGraphics card: NVIDIA Geforce 1070ti\n\n2.80, 009dbc2bc9fb, master, 2019-04-10\n\nVolume Lighting with the Principled-Volume-Node in EEVEE not work anymore. In the previous version it still worked.\n\nSorry for my bad english.",
"Volumetrics broken in current compiled version\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nNo volumetrics visible in viewport or render. Last worked in blender-2.80-0e78e3038d02-win64 for me\n\n[Volumetric test.blend](Volumetric_test.blend)\n",
"\"Principled Volume\" node not working anymore in EEVEE.\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 54)\nWorked: version: 2.80 (sub 51)\n\n\n________________________\n`**UPDATE**`\nso the bottom line of this seems the be the 4th input \"Density Attribute\" on the \"Principled Volume\" Shader. When adding this Shader the Density Attribute is pre-set to \"density\" which did not cause any issue on the \"Worked version\" mentioned above.\nHowever, on the newest build \"broken\" having this default value \"density\" filled in prevents the Principled Volume Shader from working at all. Removing the value fixes the issue.\nThis should not happen considering it comes with this value prefilled by default.\n________________________\n\"Principled Volume\" node not working anymore in EEVEE.\n\"Volume Scatter\" node works.\n\n\"Principled Volume\" works fine on 79f67acccb36 from 24th march.\n\n\nplug \"Principled Volume\" into World Volume.\nFamousCelebratedCaterpillar"
] |
OSX Video Editing: frame_set() jumps back
Operating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits
Graphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25
Broken: version: 2.93.4
Worked: 2.93.4 Win versions works as expected
Worked: 2.91.2 macos. Didn't test versions in between.
On OSX, using the Video Editing app template, `frame_set` function jumps back when executed. It goes quickly to the target frame and then goes back to the current frame.
- Use an OSX Blender 2.93.4
- Open the Video Editing app template
- Convert the file browser to a python console
- Run `C.scene.frame_set(10)`
- The playhead jumps to the target frame and then jumps back.
A capture (the capture doesn't record all jumps because of frame rate):
[Blender_Frame_set_jump.mp4](Blender_Frame_set_jump.mp4)
| [
"Regression: View jump randomly when zoom in and out with AutoDepth\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93 0f7becece7\nWorked: 2.93 1a69d491e5 \n\nView jump randomly when zoom in and out with AutoDepth\n\n- Open Blender.\n- In Preferences->navigation->check \"Auto Depth\"\n- You should also enable Zoom to mouse position\n- Then in view port press num7 to go TopView. \n- Navigate mouse arrow to corner (for example) of default cube \n- Zoom in and zoom out.\n\nView will jump randomly\n\n",
"Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n\n\n",
"Context override of bpy.ops.object.mode_set does not work\nOperating system: Ubuntu 18.04.5 LTS\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 440.100\n\nBroken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-04 23:07, hash: 96abe5ebbc55\n\nSetting the object whose edit mode you want to enter via context overrides does not work.\n\nAlthough the active object is changed via the context override, the following line still switches into edit mode of the object selected in the UI:\n\n\n\n```\nbpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\n```\n\nI also tested:\n```\nbpy.ops.object.mode_set({\n\"active_object\": bpy.context.scene.objects[\"Cube\"]\n\"object\": bpy.context.scene.objects[\"Cube\"]\n\"selected_objects\": [bpy.context.scene.objects[\"Cube\"]]\n\"selected_editable_objects\": [bpy.context.scene.objects[\"Cube\"]]\n}, mode='EDIT')\n```\n\nAnd \n\n\n```\ncontext = bpy.context.copy()\ncontext[\"active_object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"selected_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\ncontext[\"selected_editable_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\nbpy.ops.object.mode_set(context, mode='EDIT')\n```\n\nBoth do not work.\n\nThe only thing that works is:\n\n\n```\nbpy.ops.object.select_all(action='DESELECT')\nbpy.context.view_layer.objects.active = bpy.context.scene.objects[\"Cube\"]\nbpy.context.scene.objects[\"Cube\"].select_set(True)\nbpy.ops.object.mode_set(mode='EDIT')\n```\n\nBut it would be great to be able to do that simply via context overrides, as it also can be done for other operators.\n\n- Open Startup Scene\n- Duplicate Cube\n- Select Cube.001\n- Enter \"bpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\" in console\n- > The edit mode of Cube.001 is activated, however it should be the one of Cube",
"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",
"Python exception typing units into a spinner that accepts units\nMac OSX\n\n2.79a\n\nTyping in \"10 px\" in a field that accepts units raises a Python exception\n\nSelect Blender Render\nGo go the render tab\nScroll down to \"Bake\"\nType in \"10px\" into the \"Margin\" spinner, hit enter\n\n('unexpected EOF while parsing', ('<string>', 1, 4, '10px'))\n\nInput value does not save\n\nInput value should accept and strip px and behave correctly",
"Metal Backend causes UV editing to glitch out, crash Blender\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1, 3.6.3, 4.0 alpha\n\nTrying to do UV editing with the Metal backend causes unexpected UI behavior. Islands will glitch out, disappear, randomly stretch and contort, or Blender will crash entirely. It makes Metal useless for work and requires a switch to OpenGL to have expected performance. This happens on my M1 Air, M1 Pro MacBook Pro, and M1 Max Mac Studio. They all had to be switched back to OpenGL.\n\n<video src=\"attachment\" title=\"error.mov\" controls></video>\n<video src=\"attachment\" title=\"Screen Recording 2023-09-09 at 5.50.49 PM.mov\" controls></video>\n\n- Open the included Blender file with Metal backend\n- Make sure the 3D viewport has either Material Preview or Rendered View enabled.\n- Start UV editing on the `Azumi` object (go to Object Mode > Select the Azumi object > go to UV Editing Workspace)\n- Zoom, pan, scale, rotate...\n\nIt'll happen eventually.\n\nEDIT: This issue seems to stem from having multiple UV Maps on the model somehow. If the additional UV Maps are removed, the issue stops occurring.\n\nEDIT 2: Further digging seems to show that it specifically has to do with the texture atlas expression swapping using the UV Map and Mapping Nodes in the \"Colors.001\" material. Clearing the field in the UV Map node also immediately resolves the issue.\n\nI've attached two screen recordings of some of the behavior, as well as the error log when Blender crashed, and the file I'm working with.\n\nEDIT 3: Uploaded a simple test file with just a cube using the same material setup as my character file. It exhibits the exact same behavior.",
"Hair children are jumping around on skinned mesh\nOperating system: Windows 10\nGraphics card: AMD\n\n**Blender Version\nBroken: 3.5, 3.6\nWorked: 3.4\n\nProblem:\nWhen I use hair with interpolated children on a skinned/ rigged mesh, the hair folicles jump around /change position wildly when i move the bones. For example: When I rotate the arm of my rigged character up or down, the hair all over his body jumps around randomly from (rendered) frame to frame. This problem did not exist in version 3.4, everything works fine in 3.4. It appeared in 3.5 and 3.6.\n\n\n- Make a mesh and some bones.\n- Skin the mesh with automatic weights.\n- Add hair and children (interpolated).\n- now move the bones and check the _rendered_ images. The hair will jump around wildly on the mesh.\n\n",
"Audio Scrubbing bug\nOperating system: Windows 10 64-bit\nGraphics card: RTX 2070 Super\n\nBroken: (2.90, 2.91, 2.92 Alpha, 3.0)\n\nEnabling \"Audio Scrubbing\" with \"AV-sync, Frame Dropping, and No Sync\" causes an issue with animations in the 3D Viewport and Timeline \n(AV-sync issue)\n1. Open a default Blender file.\n2. Create basic animation with any mesh, just something to show keyframe movement. Frames 1 - 250 should be enough for this procedure.\n3. In the timeline window, click \"Playback\" and switch \"Audio\" to \"AV-sync\" and enable \"Scrubbing\". A sound file is **not** needed for this step.\n4. Hit spacebar. The timeline cursor and animation should move as intended.\n5. Hit spacebar again to stop the timeline cursor and animation.\n6. Now the tricky part! Move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and the timeline cursor will not move. Yet, the \"FPS counter\" in the top left corner and the \"Anim Player\" icon will stay visible as if the animation is playing.\n7. Press spacebar to stop the \"ghost\" animation.\n\n(Frame Dropping and No Sync issue)\n1. Using the same file from above, add a sound clip in the \"Video Sequence\" editor.\n2. In the timeline window, click \"Playback\" and switch \"Audio\" to either \"Frame Dropping\" or \"No Sync\" and enable \"Scrubbing\". A sound file **is** needed for this step.\n3. Hit spacebar. The timeline cursor, animation, and sound should play as intended.\n4. Hit spacebar again to stop the timeline cursor and animation.\n5. Same as before, move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and timeline cursor will move but the sound will not play.\n6. Hit spacebar to stop the animation.\n\nWith both examples above, issues only popped up when \"Scrubbing\" was enabled. Disabling it did not produce the same results.\n\n\n",
"Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode",
"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 (...)\"*",
"Child Object jumps away with changing the parent bone\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nWhen i parent an object to a bone, and change the parent in the object properties in the relations panel, then the child object jumps around. And switching back to the original object does not reposition the child object at the original position.\n\n\nCreate a armature with at least two bones. Parent the default cube to the armature with method bones.\nIn the relations panel switch the parent bone to the second bone. The cube will jump away.\nSwitch back to the original bone. The cube will jump even further away. And will not go back to the original position. \n\nBlend file is attached.\n\n[bonejumping.blend](bonejumping.blend)\n\n[bonejumping.mp4](bonejumping.mp4)\n\n",
"Moving a keyframed object starts moving from wrong location when linked scene open in separate window\nOperating system: linux\nGraphics card: nvidia\n\nBroken: 3.2\nWorked: didn't check\n\n- Create a keyframed object that moves, i.e. frame 1 (object.x=0) and frame 30 (object.x=10)\n- Create a linked copy scene (Scene.001) and open a new main window set to that scene, and set timeline to frame 1.\n- In original window in original scene, scrub timeline to anywhere after frame 1.\n- Press \"g\" to move object in original window. Notice the object jumps to where it is in the other main window (Scene.001) instead of starting to move from where it is visually in the current window and scene.\n\nExpected:\n- Moving respects the current window/scene.\n\nRelated issues:\n- The keyframe color indicators stay orange (instead of turning yellow) when scrubbing to the frame with the keyframe and the location values don't update.\n\nTest file (first 3 steps included)\n[#99597.blend](T99597.blend)",
"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.",
"History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n",
"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\nView navigation that I used:\n\n\n"
] | [
"VSE: Time cursor jumping back to previous position after pageup/pagedown on MacOS\nOperating system: macOS-11.6-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.7.1\n\nBroken: version: 2.93.4\nWorked: 2.91.2 (Didn't test versions in between)\n\nJumping to the End/Start of a Clip in VSE doesn't work properly once the time cursor has been moved in another manner - the time cursor immediately jumps back to the position it was before.\n\n\n - Start blender on an M1 Mac and create a Video Editing project.\n - Import any clip\n - Select the clip and press fn+arrow up/down (pageup/pagedown) - jumping to the start/end of the clip works as it is supposed to\n - Move the time cursor manually\n # Repeat Step 3 and the cursor misbehaves until you close blender and reopen it\n\n\n[misbehavingcursor.mkv](misbehavingcursor.mkv)"
] |
Very slow object transformation using in heavy scene (using dialog box)
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77
Broken: version: 3.0.0 Alpha
Worked: none (I suppose)
in heavy scene moving objects using the dialogue box is prohibitively slow, both on small or heavy objects.
This is very annoying when you try to move precisely one object in local coordinates, and it is difficult to understand why it append since mooing the objects with mouse is very easy.
Create an object and subdivide it until some millions polygons add another small object and try to translate one of them using the dialogue box (bottom left).
[2021-07-05 19-49-45.mkv](2021-07-05_19-49-45.mkv) | [
"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",
"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!",
"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",
"Object collision for particle nodes\nHere is the current status of the node particle collisions:\n\nIt currently handles:\n\n| Static objects| Moving objects | Objects with mesh deformations |\n| -- | -- | -- |\n| [recording_static.mp4](recording_static.mp4) |[recording_moving_plane.mp4](recording_moving_plane.mp4)|[recording_moving_wave.mp4](https://archive.blender.org/developer/F8571963/recording_moving_wave.mp4)|\n\n\nWhat is left to do is:\n- - [x] Add a recovery method for when particles are pushed or somehow gets inside colliders (when particles are less than their radius away from a collider). This will also allow particles to have a dynamic radius. (Haven't tried with dynamic radius yet, but it should work in theory)\n- - [x] Change how face normals are calculated. Now it simply uses the face normal. But this is an issue when the particles collides on the edges or verts of the triangles. This leads discontinuities in the collison mesh as the transition area between the faces is not smooth.\n- - [x] Make colliders be able to push particles along even if the dampening or friction is so high that the particle will not have any velocity.\n- - [ ] We will probably have to track acceleration in addition to velocity to get high quality simulation (like in the old particle system). Now I think some weirdness can be attributed to us lacking acceleration tracking. \n- - [ ] Look over and port older properties from the old particle system (friction, stickyness, and so on). Flocking (Boids) and other behaviors will be handled in other nodes (not inside this collision node).\n- - [ ] Hook up variables to the particle nodes themselves. Currently most things are hard coded.\n\n",
"Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n",
"Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n",
"Disabled objects still get evaluated if there is a driver on their hide_viewport property.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.90 (sub 0)\nWorked: I think never\n\nCurrently, when an object is hide_viewport==True, that object as well as any dependencies it has that are also hidden, will have not hinder viewport performance. But that's not the case when there is a driver on the object's hide_viewport property, even if that driver evaluates to True.\n\nThe use case is as a rigger, I would give animators options to hide parts of a character to gain viewport performance.\n\n[remesh_performance_depdendency_test.blend](remesh_performance_depdendency_test.blend)\n- In the blend file, simply start playback and notice(unless your computer is a beast) you should get fairly low fps, even though the objects are disabled.\n- Remove the driver from the sphere's hide_viewport, and performance goes back to normal.",
"Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n",
"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",
"The object is not zoomed in Sculpt Mode when you click on Frame Selected\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.4944\n\nBroken: version: 2.91.0\n\nI don't know if it's a bug or if it should be. In Object Mode, when you click on Frame Selected, the object is centered and zoomed to the full screen, but in Sculpt Mode, the object is only centered on the screen, but not zoomed.\n\n[Frame_Selected.mp4](Frame_Selected.mp4)",
"Blender editing performance with many datablocks\n**Status:** 1st milestone almost complete, need final optimizations.\n\n---\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @mont29\n**Project members:** @ZedDB \n**Big picture:** In heavy scenes, new features in Blender 2.8x are making the inherently linear (`O(N)`), when not quadratic (`O(N²)`), complexity of most operations over data-blocks more problematic than in 2.7x era. The general goal is to bring those operations back to a constant (`O(1)`) or logarithmic (`O(log(N))`) complexity.\n\n**Description**\n**Use cases:**\n*Need specific test cases.*\n* Undo changes in object mode in a heavy scene.\n* Undo changes in pose mode in a heavy scene.\n* Duplicating objects in a heavy scene.\n* Adding many objects in a scene.\n\n*Note:* There are two types of “heavyness” in scenes (that can be combined of course):\n * Scenes that have many objects and/or collections.\n * Scenes that have very heavy geometry, either in the geometry data itself, or generated from modifiers like subdivision surface.\n\n**Design:**\n # Dependency graph should not have to re-evaluate objects that did not change.\n ** This is mainly a problem currently during global undo, as all data-blocks are replaced by new ones on each undo step.\n # Handling naming of data-blocks should be `O(log(N))` (it is currently close to `O(N²)`, or `O(N log(N))` in best cases).\n **This will require caching currently used names.*** We will probably also have to handle smartly the numbering in that cache, if we really want to be efficient in typical “worst case” scenarii (addition of thousands of objects with same base name e.g.).\n - Caches/runtime data helpers should be always either:\n - Lazily-built/updated on-demand (code affecting related data should only ensure that the 'dirty' flag is set then).\n *** This approach can usually be easily managed in a mostly lock-less way in a threaded context (proper locking is only needed when actually rebuilding a dirty cache).\n ## Kept valid/in sync all the time (code affecting related data should take care of updating it itself, code using the cache can always assume it is valid and up-to-date).\n ***Such cache should be easy to incrementally update (it should almost never have to be rebuilt from scratch).****This implies that the cache is highly local (changes on a data-block only ever affect that data-block and a well-defined, easy to reach small number of “neighbors”).*** In general keeping this kind of cache valid will always be harder and more error-prone than approach #A.\n *** This approach often needs proper complete locking (mutexes & co) in a threaded context.\n \n *Note: The ViewLayer's collections/objects cache e.g. currently uses the worst mix of #A and #B - it is always assumed valid, but updating it requires a complete rebuild from scratch almost all the time.*\n\n *Note: Approach #B is usually interesting only if a complete rebuild of the cache is **very** costly, and/or if the cache is invalidated very often while being used.*\n\n**Engineer plan:** `-`\n\n**Work plan**\n\n**Milestone 1 - Optimized per-datablock global undo**\nTime estimate: `6 months`\n\n* Re-use as much as possible existing data, and try to swap newly read (modified) data to the original memory, during 'memfile' undo step. Updating the depsgraph should then be much less work.\n** #60695 (Optimized per-datablock global undo)\n** [D6580: WIP/Demonstration patch about undo speedup project.](D6580)\n\n**Milestone 2 - Lazy collection synchronizations**\nTime estimate: `1 month`\n* Fix view layer collection syncing (to not require looping over all objects, or to be ran much less often...).\n** #73411 (Fix ViewLayers cache building)\n\n**Milestone 3 - Data-blocks management performances with many of them**\nTime estimate: `5 months`\n\n# Investigate how to best handle naming conflicts issues.\n**Most obvious idea would be store all used base-names in a GHash (one per ID type), along with used indices. Needs further design though.** #73412 (Improve name conflict handling in ID management)\n# Investigate the best way to cache bi-directional relationships info between data-blocks.\n**We already have a start of this with `BKE_main_relations_create()` & co, but it is heavily under-used and needs better design to be usable more widely.** #73413 (Cache data-block relationships info )\n# Fix/Improve handling of the Bone pointers (which are sub-data of `Armature` ID) stored in poses (which are sub-data of `Object` ID).\n**Ideally such horrible pointers should not exist ever. They are a very solid recurrent source of bugs in Blender.** Not sure how to best deal with them, at the very least we could add some generic ID API to ensure those kind of caches are up-to-date?\n\n\nSee also #68938 (Blender editing performance with many datablocks).\n\n**Later**\n\n* Dependency graph rebuild to be `O(1)` or `O(log(N))` (it is also `O(N)` at the moment). *???? would assume linear would already be nice performance for such a code?*\n\n**Notes:** -\n\n---\n",
"Sculpt performance warnings in the UI\nMultiple options in Blender can cause performance drops in sculpt mode (using modifiers, shape keys, EEVEE, dyntopo). Most of these options are handled in the code in ##BKE_sculptsession_use_pbvh_draw##\n\nUsers often report poor performance in sculpt mode because there is currently no information in the UI when the object is not using the sculpt mode optimizations. We have the ##use_deform_only## option to partially fix these problems, but new users are not aware of it and it only covers the modifier stack, but not EEVEE or dyntopo. \n\n**To be decided**\n - How and where to show these warnings\n - Should we include an operator to disable all settings (modifiers, viewport, shape keys...) that are causing the performance problems?",
"Blender performance under Linux is flakey ( on my system? )\nHi,\n\nI was hesitant to report this, because I don't really know if it is a bug or if something is wrong with my system, but I've tried almost every trick I know to get it working right and something is still not as it should be.\n\nWhen running Blender on Linux and doing some sculpting, the system begins to lag. It will take a couple of seconds for the cursor to keep up with the mouse and generally everything runs slowly. This is with a simple scene with one object and 600.000 faces, when trying to quit Blender it will hang for about two to three minutes pegging one CPU at 100%. Switch from object to sculpt mode also takes quite a while. \n\nWhen running the exact same file on my Windows installation ( dual boot ) everything is snappy and behaves like it should. On my Linux installation I have a VM that has a GPU passed through to it and that also works as it should ( same file ), this has made me startup the VM within Linux and use that for sculpting because it is much faster, which is a bit weird.\n\nAMD ThreadRipper 1950X\nAsrock Taichi \n32GB RAM\nGeforce 1080GTX TI\nGeforce 1080GTX\nnvme boot drive ( Windows and Linux each have their own drive, the VM resides on the Linux drive )\n\nWindows VM:\n6 cores\n8GB RAM\nVirtio harddisk\nAbove mentioned Geforce 1080GTX passed through using KVM,.\n\nSoftware:\nWindows 10 FCU ( VM )\nWindows 10 ( Dual boot )\nKUbuntu 17.10 Tried drivers: Nouveau, Nvidia 384, 390, 396.\nUbuntu 17.10 ( fresh install different drive )\n\nFor Linux I've tried kernels: 4.13 up to 4.14. \nOn Windows: Blender 279a both for the VM and the dualboot\nLinux: Blender 279a, 279b, the latest built of 279 of April 24 and Blender 280 also April 24. \n\nSculpting lags in Linux, Windows is fine on the same hardware.\n\nOn Linux just open the file, do some sculpting and it begins to lag, try to close Blender and one CPU will be pegged for 100% for about 4 minutes. On Windows sculpt some, everything is snappy close Blender without saving ( it prompts ) but closes immediately.\nI've included the file ( compressed with 7zip )[Dolphin.7z](Dolphin.7z)\n",
"Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)",
"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\n"
] | [
"Adjust Last Operation panel is slow (some Undo/Redo happening?)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35\n\nBroken: version: 2.92.0 Alpha\n\nIn scenes with visible or invisible objects with modifiers, the options menu freeze\n\n[test.blend](test.blend)\n[Zh4x6aGphy.mp4](Zh4x6aGphy.mp4)\n\n\n[test.blend](test.blend)\n\nWindows, 2.92 (can't use 2.93 or higher) can confirm.\nFor test file in header (the 2MB one), I can't see any problem with 2.92 or 2.90.0. But 2.83.16 I see slowdown.\nTest file (the 26MB one) have problem but not easy to catch at first. How I got it to \"work\":\n1. Open file\n2. Delete visible sphere\n3. Add another UV sphere\n4. Delete it\n5. Add yet another UV sphere\n6. Change anything via last operation menu and see slowdown\nFor this bug you only need text object with his modifiers. In 2.83.16 you don't need those steps to reproduce, it's always laggy."
] |
sometimes zoom fails
open blend file:
[zoom_fails.blend](zoom_fails.blend)
and then try to press "+" or "-" or press with mouse on the
magnifying glass.
The zoom will not change.
pressing 0 or the cam symbol makes it move again.
and also if rotating it a bit, then it can be zoomed a bit.
**UPDATE:**
when pressing "-" and holding it for a longer time, the "zoom out" again works.
but on pressing "+" the "zoom in" does not work
Blender: 2.90 and 2.91 (alpha)
Win10PRO v2004 64bit | [
"Viewport \"Focal Length\" doesn't match Camera's focal length\nI've noticed that camera's focal length and viewport's focal lengths don't match. I agree with the Alessandro Padovani (padone) who created the parent task.\n\nBasically, when you have a scene and want to do a quick test render of what you see in the viewport you need to set the camera's position/rotation to viewport's view. To do that you first view the scene using the viewport then set the camera's position/rotation using Ctrl+Alt+0 (numpad) and hit F12. The problem with this is viewport's focal length and camera's focal length don't match even though they are both set to 50mm. \nWhen you hit Ctrl+Alt+0, camera's position/rotation is set but what camera sees is actually zoomed in which seems like 100mm. So, if you want the camera to see what the viewport sees then you need to change viewport focal length to twice of what camera is.\n\nI don't know what the parent task was closed.\n\nI'm using Blender 2.90 \nBuild date: 2020-06-23\n\n",
"Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n",
"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)",
"Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n",
"Switching windows does not register as click\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nI use industry compatible keymaps.\nWhen switching between windows, no matter whether they are 2 Blender windows or Blender and any other, any camera adjustment is not registered and, depending on the keymap preset you use, you either rotate the camera or move the object instead(see attached capture).\n[switchingWindowsBug.mp4](switchingWindowsBug.mp4)\n\n1. Shift LMB Press on the corner where the viewport meets the outliner and drag to the left, this creates a new viewport window\n2. Create a cube and press on the move tool to show it's gizmo\n3. Pan the camera in one window\n4. Then without clicking into the second viewport try to pan the camera in the second viewport, depending on the keymap preset you use you either rotate the camera instead of panning or move the object\n\nBlender does not register when you have switched to the new window without first clicking with the LMB into the window.\nAs you can guess it makes it pretty nifty to switch between windows, either 2 Blender viewports, Blender and the tutorial you are watching or any window else.",
"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.",
"Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n|  |  |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.",
"Cycles: Keyframing motion blur shutter value fails to apply it properly when generating animation\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\n\nBroken: 3.6, 4.0\n\n\nIf we keyframe shutter property of motion blur, the updated shutter value is not considered during the final render.\nSuppose shutter value is 0 at the start of render, it will remain 0 thorught the animation even if we've keyframed the value.\n\n- Open attached file\n- select cycles render Engine\n- Start animation render (Ctrl-F12)\n",
"In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)",
"Undo doesn't work with image type empty\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nUndo doesn't work with image type empty (reference image) when you use the bracket or the centre cross to scale or move the empty image, that is very annoying when you accidentally modify your reference image image. A working undo or an option to disable the direct moving/scaling possibility (yellow gizmo) for such empty will be welcome. The undo is active when we use the normal scaling or moving gizmos or panels. \n \n\n- Create an image reference (drag and drop an image in the viewport) \n- Change size and position using the yellow gizmo on the object itself \n- Undo. \n\n",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)",
"Can't setting camera.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.19\n\nBroken: version: 3.6.1\n\n\nWhen I render, will jumpback to the camera.002\n\n",
"Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n",
"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",
"Failed to get a 'RELEASE' event of mouse button from modal handler in the specific situation\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 3.4 (This issue can also be found on 3.0-3.3)\n\n\nFailed to get a 'RELEASE' event of mouse button on the below case.\n\n* LEFTMOUSE: Drag the mouse on 3D Viewport\n* RIGHTMOUSE: Context menu (e.g. Right click on 3D Viewport)\n* MIDDLEMOUSE: (The 'RELEASE' event will not be fired on any editors)\n\nIs it possible to fire 'RELEASE' event also on these cases?\n\n\n[failed_to_get_event.blend](failed_to_get_event.blend)\n\n - Open .blend file attached to this task.\n - Execute the script on Text Editor.\n - Execute [Window] > [Toggle System Console] to show the system console.\n - Check that the 'RELEASE' event is not fired from the system console."
] | [
"Pan and zoom abruptly stop working project-wide\nSystem Information\nOperating system: MacOS\nGraphics card: Radeon Pro 460 4 GB / Intel HD Graphics 530 1536 MB\n\nDouble LG monitors attached (LG - 27\" IPS LED 4K UHD FreeSync, 60hz model: 27UD68-W)\n\nMacBook Pro (15-inch, 2016)\n2.9 GHz Intel Core i7\n16 GB 2133 MHz LPDDR3\n\nBlender Version\nBroken: Version 2.80 (2.80 2019-07-11)\nWorked: (optional)\n\nWhen experimenting on a very basic UV unwrap of Suzanne, pan and zoom stopped working mid work.\nThis did happen previously within a recent beta version but I did not create a bug report.\n\nI hope this helps and if I can do anything to help with this bug please ask. Thank you.\n\n[skin-test.blend](skin-test.blend)\n\n\nattached .blend file should load on UV Editing view with pan and zoom broken."
] |
Transformation crash in Edit Mode without anything selected
Operating system: Microsoft Windows 10 Pro (Version 1903 Build 18362.356)
Graphics card: NVIDIA GeForce GTX 1080 (GeForce Game Ready Driver Version 436.30)
blender 2.81 Alpha, Hash: 1e375ab5a104-windows64, Date: 2019-09-11
Transformation crash in Edit Mode without anything selected.
Majority of the tools on Toolbar, Menu(Mesh/Vertex/Edge/Face), or Hotkey related to Transformation such as Extrude Region, Shrink/Fatten, Interactive Mirror, Skin Resize(Ctrl A), etc crashes Blender as well.
Additional, delete all mesh in Edit Mode and make transformation trigger the crash too.
[TransEditCrash.mp4](TransEditCrash.mp4)
[TransEditCrash.blend](TransEditCrash.blend) | [
"Expand face sets crashes blender when mesh has no faces\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 511.23\n\nBroken: version: 3.5.0 Alpha\n\nif the mesh doesn't contain faces, the expand face set operator will crash blender.\n\n- Open .blend file\n- Enter sculpt mode\n- Press {key Shift W}\n[#102290.blend](T102290.blend)\n\n```\nStack trace:\nblender.exe :0x00007FF6EDD094F0 sculpt_expand_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\sculpt_paint\\sculpt_expand.c:2142\nblender.exe :0x00007FF6ED4EF700 wm_operator_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:1446\nblender.exe :0x00007FF6ED4ED030 wm_handler_operator_call C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2478\nblender.exe :0x00007FF6ED4EEA90 wm_handlers_do_keymap_with_keymap_handler C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2875\nblender.exe :0x00007FF6ED4EE220 wm_handlers_do_intern C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3196\nblender.exe :0x00007FF6ED4ED640 wm_handlers_do C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3337\nblender.exe :0x00007FF6ED4F3970 wm_event_do_handlers C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF6ED4D9C50 WM_main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF6ED1C6B80 main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\creator\\creator.c:580\nblender.exe :0x00007FF6EE7A1274 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nKERNEL32.DLL :0x00007FF9E1BB54D0 BaseThreadInitThunk\nntdll.dll :0x00007FF9E25C4830 RtlUserThreadStart```",
"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",
"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.",
"Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n",
"Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender 2.90.1 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)",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\n\n",
"ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n",
"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",
"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)",
"Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.",
"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",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n"
] | [
"Crash - select + drag on empty space\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 10)\n\nBlender crashes when you try to select and drag on empty space in edit mode.\n\n - Switch to right click select in Preferences > Keymap.\n - Switch to edit mode.\n - Press (hold) right mouse button somewhere on the empty space of viewport and drag the mouse.\nAttached .blend file:\n[select_drag_empty_crash.blend](select_drag_empty_crash.blend)\nOpen it. Press and drag right mouse button on the empty space."
] |
Line Primitive doesn't get instanced
Broken: blender-2.93.0-de06cb85593b-windows64
As it can be seen in the video instancing cone primitive on line primitive works fine while instancing line primitive does not.
Note that when "Make instances real" operator is used, instanced line primitives show up.
[20210320141627.mp4](20210320141627.mp4) | [
"Regression: Rendering hair instances size in animation bug with animated emitter object scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.2\nBroken: 2.93\nWorked: 2.92\n\nRegression from 50782df425.\n\nIncorrect rendered instanced object scale if rendering hair animation with animated object.\n\n1 Create Cube and object for instancing\n2 Set cube scale animation for some frame range\n3 Apply patricle system to cube (hair / rendered instances as object or collection)\n4 Try to render single frame and render animation, compare difference\n\n[hair_render.mp4](hair_render.mp4)\n[test_hair.blend](test_hair.blend)\n\nWill set to high prio to raise awareness this is a regression, but this can probably be lowered again since also involves the EOL particle system.\nNote: if you really need to render this, consider using Cycles (where this still works when the `Persistent Data` option is OFF.",
"Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n",
"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.",
"Dimensions reported by Add Primitive Tools do not match actual dimensions.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.16\n\nBroken: version: 3.0.0 Alpha\nWorked: Never Known to Work\n\nNo matter what physical size the primitive is when created, the redo panel reports that it is 1m or 2m for any dimension. In the example attached  the radius and depth are reported as 39.4\" (1m) and 61.7\" (2m) respectively. While the actual dimensions reported in the N-Panel are 0.221\" x 0.255\" x 0.127\".\n\nCuboids (Cube) are especially erroneous because they can have a different actual value for width, length, and height, but the single dimension \"Size\" is reported as 2m in the redo panel.\n\nIn the base startup file, create a primitive using the tool in the tool panel. Open the redo panel and observe the dimensions reported and compare them to the dimensions reported in the Item Panel.",
"Cannot to make single user in object properties (if object is used by multiple collections)\nOperating system:\nGraphics card:\n\nBroken:\n\n\nI made a linked copy of an object (not object data!) in another collection by dragging the object from one window of the outliner to another.\nNow in object properties showing amount users equals 2:\n\n\n\nif you click on button \"make a single copy\" then nothing will happen. I am not sure but seems this UI inconsistency\n\n\nOpen the file and try to make single user to click in object property window:\n\n[make-single-copy.blend](make-single-copy.blend)",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)",
"Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\n",
"Point Instance node doesn't instance meta objects.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\nBroken: version: 2.93.0 Alpha\n\nFor Geo Nodes, Point Instance node doesn't work (doesn't copy) meta objects (like metaball). \n\nI used a very basic setup. The original input and output nodes plus one point instance node. I selected the object to be a meatball. Nothing happens! I selected any other object (non-meta). The object is instanced. Geo nodes were added to the default cube. \n",
"Realtime mode for line art (And more!)\nCurrently line art is still slow to a point where a slightly complex scene will not be previewed in real-time. This is a problem needing to be addressed.\n\nBecause at the moment the line art modifier is a vector calculation, it's not as fast as GPU shaders, and works in a different way as well, which means there will be a lot of differences as of how the line is shaded and what kind of style can we apply.\n\nThere are some existing way of showing line art in real-time. The outline and mesh boundary \"look\" in the viewport is already a good example of real-time line art. Other method can be implemented as well for a real-time line art that \"looks good enough\", such as:\n\n- The GPU mode code in the soc 2018, which is from this paper: cole_2009_fhl.pdf Robust, needs adjacent geometry info, pixel-level depth visibility test, need chaining for stylization.\n- Classic \"inverted hull\" approach, but this can potentially be implemented into a render engine automatic operation (just like when you plug in a displacement node). This method looks natural for organic shapes, but lack of stroke stylization.\n- Various ways to get real-time intersections, which can include involving CUDA and some newer APIs (4.x+?) in OpenGL that allows random access of lists (Not widely supported by older drivers). The most efficient way of doing intersections can be using inverted hull method and with some blending tricks in the depth buffers.\n- Image filtering and tracing, this gives flexibility with styling but as the soc 2018 code shows the performance is limited by the bandwidth of client/gpu data transfer, making it not very much desired in the first place.\n\nCurrent line art code is getting more and more parallel, so it may eventually run on CUDA. All the \"real-time\" tricks we did up there won't be significantly faster if there's a large scene either.\n\nPlease give your thoughts on this :)\n\n------\n\n**More stuff?**\n\nBecause the workings of line art directly correlates to how people draw, this would naturally leads to shading and other advanced way of expressing geometry and shape forms. This could happen in current line art architecture, but could also be another module on top that get those results that are hard for conventional render engines to handle. With possible help from geometry nodes, some work can be done, we'll see.\n\n",
"Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)",
"Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n",
"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\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.",
"Frame Selected does not respect GN output if it has different type from input\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n",
"Generated cordinates from instancer\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\nDocs says, that it should work, but do not give any example.\nGenerated from instancer gives -0.5 value on all instances and points.\nI expect to have correct vector field, the same as instancer have.\n\n{[F9500816](59614942.png) size = full}\n[from instancer.blend](from_instancer.blend)\n\n[2020-12-10_23-36-48.mp4](2020-12-10_23-36-48.mp4)",
"GN: Delete Geometry node hides edges in some cases\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.2.0 Alpha\n\nHard to describe this one more abstract..\n\nI start with a mesh line primitive (0,0,0) (0,1,0) and extrude it **n** times along **x** to get a grid.\nNow I try to delete all points with a distance from the **y** axis greater than **d** \nWhenever **d** lies between the first and the last extrusion, the edges of the starting primitive are not displayed.\nIt shows up in the spreadsheet however and reappears if I apply the modifier and tab into edit mode and back \n\n[2022-02-05 19-27-50.mp4](2022-02-05_19-27-50.mp4)\n[del_geo_node.blend](del_geo_node.blend)\n\n"
] | [
"Instanced wire objects are hidden in solid mode instead wire appearance\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nIf I instance wireframe (only edges) object with GN, I don`t see instances in Solid mode (except 1st).\nWireframe mode is okay.\n\n[GN Stack wire.blend](GN_Stack_wire.blend)\n[2021-03-19_12-47-47.mp4](2021-03-19_12-47-47.mp4)\n\n**Edit:** also can be reproduced without geometry nodes:\n[2021-04-28 13-23-38.mp4](2021-04-28_13-23-38.mp4)\n\n- Open attached file\n- Switch between Solid and Wireframe View\n[missing_wires.blend](missing_wires.blend)"
] |
Visual glitches when using X-Ray mode and having a path visible in the scene (2.92 alpha)
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001
Broken: version: 2.92.0 Alpha
Worked: 2.90.1
Enabling X-Ray mode will result in visual glitches. The problem only happens when a path is visible in the scene.
[2020-11-25 14-49-31.mp4](2020-11-25_14-49-31.mp4)
Open the blend file and toggle X-Ray mode [xray visual glitch.blend](xray_visual_glitch.blend)
| [
"AutoDepth ignores texture transparency\nOperating system: Win 10 64-bit\nGraphics card: 980 Ti\n\nBroken: 2.93.4 LTS, 3.0 alpha (including current latest build)\nWorked: 2.79\n\nWhen navigating using mouse with auto-depth enabled, the full-transparent parts of textures should be ignored when picking the depth.\nThis worked correctly in 2.79, but 2.93 and the latest 3.0 alpha seem to ignore this.\n\n\nEnable Auto-Depth, create an object, assign it a material with some full-transparent texture, then try to zoom / pan using mouse with the cursor on it.\n[autodepth-transparent-issue.blend](autodepth-transparent-issue.blend)",
"Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)",
"VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n",
"Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) \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\n\n\n\n\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)",
"Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n",
"VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n",
"Using LineArt modifier , line behind object will appear unexpectedly.\nSystem Information\nOperating system: Windows-10 64bit ver.20H2 os build 19042.1052{[F10208498](2021-07-02__3_.png)}\n\nGraphics card: NVIDIA Quadro [P2000](P2000.txt) driver ver.R470 U1 (471.11) WHQL\n\nBlender Version\nBroken: version: 3.0.0 Alpha\n\n**Short description of error:**\nUsing LineArt modifier , line behind object will appear unexpectedly.\n\n[2021-07-09 10-22-31.mp4](2021-07-09_10-22-31.mp4)\n\n**Exact steps for others to reproduce the error:**\n[lineartTest.blend](lineartTest.blend)\n\n- Open file \n- Tweak camera shift X property from min to max\n\nLines won't be drawn for some objects. \nBug looks a bit different in `7489427e4d` than what's shown in video\n\nAny way ,I’m excited new features.Thank you all to a great work.\nHave a nice days.",
"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\n\n\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n",
"Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden",
"VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n|  |  |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.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\n",
"Proposal to highlight menus during menu search\nThis is a small quality of life feature for menu search.\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n\n\n\n(split out from #74157 (Use menus for operator search & various improvements)).",
"weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n",
"Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n\nobject hidden for camera (still some artefacts)\n\nobject excluded from render - no artefacts\n\n\n[OverlapBug.blend](OverlapBug.blend)"
] | [
"Issues with the viewport when activating the option \"Display in front\".\nOperating system: Windows\nGraphics card: AMD Radeon RX 580 (last drivers)\n\nBroken: 2.92 (alpha) and 2.91 (release)\nWorked: work well on 2.83.9\n\nIssues with the viewport when activating the option \"Display in front\".\nIt mainly happens when you activate x-ray and \"display in-front\" at the same time\n\n\n\nCreate two cubes. Activate the xray visualization. Select an object an activate \"display in front\" option. \n**Notice: It happens ONLY in 2.91 and 2.92 version.**\n[viewport_issues.blend](viewport_issues.blend)"
] |
Issues with the viewport when activating the option "Display in front".
Operating system: Windows
Graphics card: AMD Radeon RX 580 (last drivers)
Broken: 2.92 (alpha) and 2.91 (release)
Worked: work well on 2.83.9
Issues with the viewport when activating the option "Display in front".
It mainly happens when you activate x-ray and "display in-front" at the same time


Create two cubes. Activate the xray visualization. Select an object an activate "display in front" option.
**Notice: It happens ONLY in 2.91 and 2.92 version.**
[viewport_issues.blend](viewport_issues.blend) | [
"Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n\n\nThis issue is similar to what was covered in #107394",
"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)",
"Viewport x-ray shading slider flipped\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nViewport x-ray shading slider flipped\n\nI think this is ment to work the other way round, isn't it?\n",
"Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\n\n\n",
"Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n\n\nAnd then you rename a new object the same as object that was already in the scene:\n\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)",
"Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n\n\n",
"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",
"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)",
"Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.",
"Particle System switching between Emitter/Hair \"Viewport Display\" sticks to Hair-Viewport-Display-Settings\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nIn the particle system, when you change the particle type form Emitter to Hair and then back to Emitter , the \"Viewport Display\" panel does not change back accordingly - it remains as if the Hair-type emitter is still present.\n\nit would be just as easy to create a new particle system with the right settings, to remedy this situation\n\n- create a particle system on a object\n- Observe the properties of the \"Viewport Display\" panel\n- change the particle type form Emitter to Hair (properties have changed accordingly)\n- change it back to emitter\nViewport Display won't show Options Particles have, instead it will show Hair Options like \"Strand Steps\"\n\n",
"Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.",
"Metal backend: View Port drawing issue with face orientation\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API Intel(R) Iris(TM) Plus Graphics 1.2\n\nBroken: version: 3.5.1, 3.6-beta, 4.0\nWorked: with OpenGL backend\n\nWhen enabling \"face orientation\" in the view port the display does not update until I rotate the model. When rotating the model the face orientation colour overlay display is broken.\n\nSee attached screen movie showing the issue.\n\nTo reproduce:\n1. start with a new default scene\n2. enable face orientation overlay from view port overlays menu\n3. rotate the cube\n\nThis was observed using the default startup cube.\n\n",
"3D Viewport: Jump, when mouse crosses a window corner\nOperating system: Windows 10, 64bit\nGraphics card: none (CPU)\n\nBroken: (v 2.82a) and also (v 2.83 Alpha, Date 2020-03-18 17:16, Hash c9c08dc7c873)\nWorked: Never\n\nPossibly any operation in 3D Viewport jumps, if the mouse pointer crosses a corner (not only an edge) of the 3D Viewport window.\n\nTypical scenario: I have zoomed in a lot to edit a detail, and I'm moving an object to the screen center using the `Move the view` tool. If my mouse cursor crosses the 3D Viewport window corner, the object jumps out of sight (disappears).\n\n- Start Blender\n- Choose 2D Animation on the splash screen (-> 2D Animation starts in camera view and draw mode)\n- Zoom out as far as possible (-> you'll see things jump, and not just dissapear)\n- Enable Display Cursor (-> seeing the cursor makes it easier to intentionally hit the corner) \n- Press the `Move the view` tool to move the camera view.\n- Drag the cursor across the window corner with reasonable speed (-> fast to easier hit the corner, slow to distinguish a jump from jerky mouse movement) \n- It's not quite easy to exactly hit the window corner. I correct my motion, if I see the cursor pass in the top left or bottom right corner. With practice, I get a jump about every 10th time, I pass the corner. \n- If a jump occurs, the (fully zoomed out) camera view suddenly jumps to one of the edges of the window.\n\nNote:\nThis happens to me not only with `draw mode`, `camera view` and `Move the view` tool, but likely with any mode, view and tool of the 3D Viewport, that sometimes makes me cross the window corner. I did observe it using\n- Move the view tool\n- Zoom in/out the view tool\n- G-key command to move things\nin\n- camera view\n- 3d view\n- draw mode\n- edit mode\n- maybe object mode\n",
"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)",
"Face orientation - no colors in X-Ray\nOperating system: windows 10\nGraphics card: NVIDIA GeForce GTX 1070 \nsame issue on different pc Samsung NP900X3C\n\nBroken: 2.83.2 and 2.90.0-f319eec88186 (latest 2020 jul 14)\nWorked: 2.80 ~ 2.82\n\n**Face orientation in X-Ray view does not show transparent colors(blue and red)**\n\n1) turn on face orientations ; \n2) turn on toggle X-Ray\n\n![2020-07-14 21-26-43.mkv_snapshot_01.48_[2020.07.14_21.57.56].png](2020-07-14_21-26-43.mkv_snapshot_01.48__2020.07.14_21.57.56_.png)\nhere how it works in 2.83.2 & 2.90.0 [2020-07-14 22-43-43.mkv](2020-07-14_22-43-43.mkv)\nand how it should like in 2.80 ~ 2.82 [2020-07-14 22-49-24.mkv](2020-07-14_22-49-24.mkv)"
] | [
"Visual glitches when using X-Ray mode and having a path visible in the scene (2.92 alpha)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.90.1\n\nEnabling X-Ray mode will result in visual glitches. The problem only happens when a path is visible in the scene. \n[2020-11-25 14-49-31.mp4](2020-11-25_14-49-31.mp4)\n\nOpen the blend file and toggle X-Ray mode [xray visual glitch.blend](xray_visual_glitch.blend)\n\n"
] |
Instant Crash Rendering Hair / Cycles
Win10 Pro x64
nVidia GTX 780 3GB - latest drivers
Broken: Latest build from Buildbot and latest own build
Worked: official 2.78c
Blender instantly closes / crashes when starting an F12 / Animation render. It reliably crashes if the scene contains hair. I didn't have time to test if I can also crash it without hair.
- Add a simple cube (this might be the first time the default cube is useful ;) ).
- Go to particles tab and add a particle system. Switch type to "Hair".
- Press F12 to render with Cycles
- Crash!
| [
"Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.",
"Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render",
"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",
"Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n",
"Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n",
"Blender 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",
"Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.",
"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.",
"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 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n",
"crash when rendering 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",
"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)",
"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",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n"
] | [
"Latest Blender from master/buildbot Crash with many of my scenes (Cycles)\nKubuntu 14.04 (Linux) - GTX 960\n\nBroken: 9e566b06e3 (blender-2.78-9e566b06e3-linux-glibc219-x86_64), Master\n\nBlender crash (segmentation fault) a lot with many of my scenes when Render > Render image. This works well in rendered view.\nHere is a simple example:\n[crash_2.blend](crash_2.blend)\n\nGenerated crash log:\n285103\n\nOpen the .blend file.\nRender > Render image.\nBlender crash"
] |
Spacebar and Tab not work
OSX 10.9.5 and NVIDIA GeForce GT 650M 1024 MB
Broken: 2.74 , a9bb8d8
Worked: official 2.74
"Spacebar" to get the search-dialogue and "Tab" to get into edit-mode do not work anymore
| [
"The Shortcut keys of Play Aniamtion not work in Spreatsheet Editor\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Beta\n\nThe Shortcut keys of Play Aniamtion({key Space}) not work in Spreatsheet Editor\n\n[play animation bug.mp4](play_animation_bug.mp4)\n\n",
"Select Interior Faces is not working\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nWorked: \n\nthe operator \"select > select all by trait > interior faces\" is not working at all. Honestly I've never used this operator, so I'm not sure of how it should behave, but it doesn't do anything even with the simplest geometry. I tested it in 3.5 and 4.0 Alpha; I can't test it on other releases at the moment because of company installation restriction\n\nthe file attached is just a cube inside another cube in the same object\n\n",
"Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n",
"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",
"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)",
"How to keep asset viewer options and the search field in view?\n\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).",
"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",
"Curve Pen Error\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 4.0.0 Alpha\n\nNothing happened when I left click my mouse using Curve Pen in Edit Mode, but it is fine with blender on my windows laptop.\n\nI added a Bezier and I enter the edit mode, I deleted all the vertices and decided to draw a line using Curve Pen. However, it did not work.\n\n",
"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 crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Status bar information gets cut off when using a monospaced font\n\nOperating system: Arch Linux\nGraphics card: NVIDIA GTX 980\n\n\nBroken: Blender 2.90.1\nWorked: I don't think this has ever worked when using a monospaced font (fira mono regular)\n\n\nWhen using a monospaced font, if you want to display scene statistics, blender version, system memory and video memory on the status bar the text will always get cut off and you need to scroll to see it. Its position on the status bar also gets reset everytime you interact with the viewport which makes it super annoying.\n\nI don't see how the empty unused space to show mouse shortcuts is more useful than scene statistics and other information.\n\nI also reported it on the actual task that prompted all these changes to the status bar and was completely ignored.\n\n\nGo to blender *Preferences* > *Interface* > *Text Rendering* and set the *Interface Font* to fira mono regular or another monospaced font.\n\nThis is how it looks with the default font:\n\n\n\nThis is how it looks with a monospaced font:\n\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\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 \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 \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.",
"Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.",
"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).",
"ALT + H\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\n\nALT + H not working. I verified languages installed on my computer and also engaged an informatician to verify if theres no conflicts with shortcuts with another program or so. Also i am not sure if its me, but i cant change the keymapping. in preferrences\n\njust ALT + H not working. I doubt if there is other shortcuts with Alt+ that are not working... Please forgive my english i am french as first language and i live in canada. So the language installed is Canada(fr)\n\n"
] | [
"Sticky Keys: TabKey cannot be used to enter editmode\nWindows 8.1, 64-bit\n\nBroken: 7157f3dbce257d9f9a0df7b243e306949fb9678e\n\nThe Tab key can't be used to toggle in and out of Edit Mode on objects.\n\nThere are no addons enabled (i.e. specifically, the pie menu addon is not enabled)\n\n1. Default file / factory defaults\n2. Tab (over the 3D View)\n"
] |
Bone selection inconsistency between editor types starting from 2.8
Operating system: Windows-8.1-6.3.9600-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89
Broken: version: 3.0.0 Alpha
The same bug can be found starting from the 2.8 version, doesn't happen on the 2.79. doesnt happen when you select bones on the Timeline instead of the dopesheet
**Exact steps for others to reproduce the error**[2021-06-04_03-21-35 (1).mp4](2021-06-04_03-21-35__1_.mp4)
>select a few bones to easily highlight bones in the dopesheet
>head to dopesheet
>click on a keyframe
>all bones deselected
| [
"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",
"Inconsistent tool selection and tool settings for different layouts\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\nBroken 2,83,9\n\nAs title said. Inside one layout all viewports have same settings and tool selection.\nExpected: global tool selection for SAME mode and editor. Different tool selection for different editors: 2D paint and 3d paint uses same brush inside one layout (and it is pain because zoom is different)\n\n[2021-02-09_04-19-36.mp4](2021-02-09_04-19-36.mp4)\n",
"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",
"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)",
"Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n",
"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",
"Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n",
"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",
"Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-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\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n",
"Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n",
"Blender 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n\n[issue.blend](issue.blend)",
"Cycles: Motion blur artifacts\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.88\n\nBroken: version: 3.2.2\n\n\n**description of error**\nWhen rendering an animated rigged model on cycle **with motion blur** ; if the model has **auto smooth enable AND a subdivision modifier**, then it is possible that strange artefact will appear during the render. (doesn't happen in the viewport) \n- This bug do not happen if auto smooth is disable or doesn't have a subdivision modifier. \n- The bug also only appear during some specfic poses. So this is mainly noticiable when rendering an animation.\n- Those artefact often appear near sharp edge.\n- Only happen on Cycle, Eevee render seem fine.\n- [Edit] changing the shutter values of the blur will sometime remove the bug on some frames OR make the bug appear on frame that was fine before.\n\nHere 2 Render exemple with and without autosmooth , both has motion blur enabled :\n \nAnd here an animation where you can notice the bug.\n[Animated0035-0318.mp4](Animated0035-0318.mp4)\n\n\n[MotionBlurCycleArtefact.blend](MotionBlurCycleArtefact.blend)\nIn this blender file, rendering the frame 302 will make the bug happen. \n- If you disable auto smooth on the model (the main body and not the cloth) then the render will be fine.\n- If you disable the subdivision modifier on the model then the render will be fine.\n- If you disable the subdivision modifier AND the auto smooth on the model then the render will be fine.\n\nThank\n",
"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",
"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.",
"editor's type pop up shows the wrong shortcut!\nOperating system: Linux-6.4.14-x64v2-xanmod1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.3.9 Amber\n\nBroken: version: 3.6.2\nWorked:\n\nwhen hover the mouse over the editor's type, it shows the name, description and the shortcut, but the shortcut shown is the same for every editor (Shift F1).\n\n\n1. new scene.\n1. put the mouse under the editors type (without clicking) as if want to change it.\n1. read the popup.\n\n\n\n"
] | [
"Selecting a keyframe in the Dopesheet deselects all bones in Pose Mode\nOperating system: Win 10 Home 64 bit\nGraphics card: Nvidia Geforce 1050 Ti\n\nBroken: 2.8 up to 3.3 (tested on 2.79, 2.83, 2.93, 3.1, 3.2, 3,3)\nWorked: 2.79\n\n\n\n\nIf you **select a keyframe in the Dopesheet with a *single click* while in Pose Mode it deselects all bones in the 3D view**. If you *drag-select* a keyframe with Box Select instead it selects the keyframe without losing your bone selection.\n\nThis only occurs with bones in Pose Mode. Selecting Dopesheet keyframes in Object Mode does not affect object selection in the 3D view.\n\nNOTE: *Keyframe selection should NEVER affect workspace selection.*\n\n1) Open example scene.\n2) Select any bone on the armature in Pose Mode\n3) Select a keyframe with one click in the Dopesheet. This deselects the bone. (BAD)\nFor comparison:\n4) Select a bone again, then select a keyframe using drag select Box Selection. This does not affect bone selection. (GOOD)\n5) Go to Object Mode and select the Cube, then select a keyframe. This does not affect object selection. (GOOD)\n\nExample scene with animated Armature and Cube: [dopesheet_select_bug.blend](dopesheet_select_bug.blend)\n\n[dopeselectbug_demo_01.mp4](dopeselectbug_demo_01.mp4)\n",
"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"
] |
Wrong statistics about poly count shown on the viewport
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98
Broken: version: 3.6.0
Worked:I dunno
Counts on the vertices, edges, faces, triangles were occasionally wrong:

where the number of triangles were more than18 quintillion!
Please note that the speed of my computer was not slowed, even if it showed that many triangles.
I can not reproduce the error, but I just report here. And I know how to make the statistics return to be normal:
Step 1: Delete the subdivision modifier:

Step 2: Press CTRL + z, and now the reading returns to be normal:

| [
"Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)",
"Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\n",
"Geometry-node object-info rotation&scale outputs values are False if scale is negative \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n",
"Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n",
"Triangulate non-planar faces with \"beauty\" method produces faces that point in different directions\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\n\nTriangulating long faces on this cylindrical objects creates incorrect triangles when Beauty method is selected\n\n1. Open atached file\n2. Select faces as shown on the first image\n3. Apply Triangulate Faces\n4. Observe results similar to the second picture\n\n\n[triangulate_problem.blend](triangulate_problem.blend)",
"Vertex/Edge Slide stuttering with modifier.\nOperating system: Windows 11\nGraphics card: RTX 3070\nCPU: Ryzen 5900x\n\nBroken: 2.83 and all other.\nWorked: 2.79b\n\nVertex/Edge Slide freezes a lot with subdiv modifier in a relatively simple object.\n\n| With `Use Limit Surface` | Without `Use Limit Surface` |\n| -- | -- |\n| https://projects.blender.orgattachment | https://projects.blender.orgattachment |\n\n1. Import attached fbx.\n2. Add subdivision modifier set to 1 subdivision.\n3. Select the loop in the middle.\n4. Edge slide.\n\n",
"Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n",
"Geometry Nodes: Outline for volume is too big/excessive\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.1\n\nOn the left is voxelized volume from GN. Outline is too far from any sane boundary of voxel grid.\nOn the right is mesh with same volumetric shader.\n\n[v.blend](v.blend)\n[2022-10-11_05-17-43.mp4](2022-10-11_05-17-43.mp4)\nAll this looks like mistake in size calculation.",
"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",
"Bevel Modifier: Odd amount of segments causes UV propagation issues at seams\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 2.83, 3.4.0 Alpha\nWorked: unknown\n\nAny odd number of bevel segments greater than 1 fails to preserve seams in the propagated UV data on intersections. Instead UV data is interpolated, which can for example cause nasty artefacts when baking.\n[bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4](bug_bevel_uv_seams_interpolation-2022-09-01_15.26.11.mp4)\n\nFile:\n[baking_artefacts.blend](baking_artefacts.blend)\n\n",
"Changing \"Disable in Viewports\" of a viewlayer-disabled collection would affect animation playback speed\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.6.1\n\nDisabled objects are affecting animation playback when the armature is placed in a collection.\n\n\n- Download and open \"Buggy_easier.blend\"\n- Play animation, it goes smoothly.\n- Click the \"Disable in Viewports\" button (the little screen button) for \"Collection\" which is disabled in view layer.\n - Animation plays much slower due to evaluation happening in that collection.\n - If instead, you click the little screen button for \"Collection For Extra Cubes (DISABLED)\" (which is also disabled in view layer), playback proceeds normally.\n\n------------\n\nOriginal description:\n\nI have attached two blend files. \n\nNot_Buggy_Blend\nThe objects are parented to the armature. The armature is placed directly in view layer (without any collections).\nAll Cubes use \"auto smooth\" and contain 20k+ polygons.\nThe first Cube is enabled.\nThe other cubes are disabled. These cubes are also shrinked wrapped to the first cube. \nMy animation playback is 60 fps.\n\nBuggy_Blend\nSame setup as in Not_Buggy_Blend. The only difference is that the armature is now placed in a collection, and the disabled cubes are also placed in a collection.\nPlayback is poor.\nMy animation playback is 15 fps.\n\n",
"Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n\n\nThe expected behavior is that the second and third modifier do nothing.",
"boolean node in geometry nodes seems to work wrong\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 3.0.0 Alpha\n\n\n\nI have made this node tree in geometry nodes and i am getting this result, which - for me - looks like a bug.\n\n",
"Weighted normals modifier produces different results on objects of different scales\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.0\n\n\nWeighted normals modifier is not consistant on small objects \n\nOpen Blender\nCreate a cube 1mmx1mmx1mm, scale applied, \nadd bevel and weighted normals modifiers\nYou can notice the différence by doing the same process on a 1mx1mx1m cube\n\nI can do a work around by modifying the unit scale parameter but I think it should work on 1mm objects, like a lot of watch pieces. \n\n[weightednormals_defect.blend](weightednormals_defect.blend)\n",
"Subdivide with smoothness not symmetrical (not deterministic, depends of order of vertices in face)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 430/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.83.4\nWorked: Never (2.8+)\n\nMesh is no longer centered along axis after using Subdivide with Smoothness greater zero. Projection of mesh is not exactly rectangular when looking form top.\nThe position of vertices, created with Subdivide with applied Smoothness, is wrong/arbitrary only if the vertex is placed inside the original face/polygon not along the edges of it. (Quads have one vertex inside face after one subdivision, Triangles need atleast two subdivisions for the error to appear because first subdivision creates new vertices only on edges)\n\nFirst example:\n1. Open subdivide_smoothness_plane.blend\n2. Apply Subdivide with Smoothness to the mesh\n3. Mesh is no longer centered along y-Axis. Compare position of vertices created inside the two quads.\n[subdivide_smoothness_plane.blend](subdivide_smoothness_plane.blend)\n\nSecond example:\n1. Open subdivide_smoothness_multiple.blend\n2. Apply Subdivide with Smoothness to the mesh with MORE then one Number of Cuts\n3. Mesh is no longer centered along y-Axis\n[subdivide_smoothness_multiple.blend](subdivide_smoothness_multiple.blend)\n"
] | [
"GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n"
] |
Bake action Pose Object redraw
W7 64
13290d5
1) in 3D view : Object > Animation > Bake Action
2) Change Bake data to Pose
... Object is still active until mouse is over, it is not redrawed. Same with Object button.
| [
"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",
"\"Updating Objects Flags\" Stalling Blender\n{[F10130762](22_Nautilus_through_City_-_Cycles___Eevee.zip)}Operating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 2.92.0\nWorked: Not working down to 2.83 LTS\n\nThis file will not render the Scene named \"Cycles\" with the Cycles render engine. \n\n\n1. Open attached blend file. Note everything except camera and lights are turned off.\n\n2. Using command line, attempt to render a single frame (say 130).\n\n3. Result = Everything initialises but the render stalls on \"Updating Objects Flags\".\n\n4. Open the file in UI\n\n5. Render image renders a blank image (expected).\n\n6. Turn on Buildings and Landscape, 9 collections from the top, and Nautilus and Submarine Search Lights at the bottom. \n\n7. Render a single frame, or the cycles render layer in the compositor.\n\n8. Result = A single image may render in cycles (followed by the second scene in Eevee that composites).\n\n9. Render animation\n\n10. Result = Blender hangs on \"updating objects flags\" and it does not render, and it is not possible to cancel the render.\n\nIt may be possible to get back rendering by saving the file as a new file. But as soon as rendering an animation as attempted, \"updating objects flags\" hangs Blender either in command line or in UI mode.\n\nNotes: \n\n1. I have tried the same file on multiple machines and multiple Operating Systems with the same result.\n\n2. Quite a number of files have similar kinds of problems. Most commonly, the files will not render in UI mode. Usually though, rendering in command line works. In this case it does not.\n\n3. I have tried every permutation of trouble-shooting I can think of. I have added meshes back in one by one, re-baking ocean modifer, particles, everything. Trying recently, I had to re-bake the particles after which rendering stopped working in any configuration. The particle systems have been baked to a disk cache.\n\n4. Reconstructing from a new blend file is pointless - new blend files are fine and I do not know what is happening to bring about the bug.\n\n5. It may be necessary to re-send the file in its state when it cannot render. Please let me know if anymore information is required.",
"v2.79 - Particle System \"Current Cache to Bake\" Not Work\nWindows 10 Enterprise 64-bit\nNvidia GeForce GTX1080Ti\n\nBroken: v2.79(5bd8ac9)\nWorked: (optional)\n\nAfter previewed and cached the simulation, I cannot read back the cached files after hitting \"Current Cache to Bake\", instead I have to hit the \"Bake\" button to bake it all again(spend the same amount of time as the first time caching it). This way I can read back the baked files and use on any new objects. However It would be nice if \"Current Cache to Bake\" works so I can save some time on every simulation I have already cached.\n\n1. Create a simple mesh(e.g. a plane).\n2. Add a new particle system.\n3. Set up a simple simulation(e.g. set normal velocity to 40 to simulate a fountain).\n4. Go to Cache tab, check Disk Cache, double click the cache and give a simple name(e.g. 001).\n5. Put timeline indicator to frame 0 and hit play, and then it will cache the simulation on a new folder next to your .blend file.\n6. After it is cached, hit \"Current Cache to Bake\".\n7. In the same Cache tab, check \"external\", locate the file path, and leave the cache file name as \"001\"(as you named it). Leave the Index Number to 0.\n8. It shall now indicate that \"2 Points are Found!\"(where you shall have 1000 points by default). If you hit play it will only play 2 out of the 1000 particles you have cached.\n9. Now return to Step 6, hit the \"Bake\" button instead of \"Current Cache to Bake\", the progress bar will show and it will take the same amount of time as your first time played(cached) the simulation.\n10. After baked, repeat Step 7, you should get \"1000 Points Found!\" now.\n",
"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.",
"Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\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",
"Film -> Pixel Filter settings are not used when baking textures\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.5.0\n\n\nPixel Filter settings are not used when Baking a Texture, changing them does not effect Baking in any way. The width seems to be fixed at a value of around 0.1\nHad a quick look at the github and I'm guessing they aren't passed to the render when Baking.\n\n\nRender any texture with sub pixel details to a texture, see attached file as example\n\n- Enable viewport render preview\n- Adjust Film->Pixel Filter value, it's effective\n- Bake the texture\n- No matter how you adjust Film->Pixel Filter value, it's not effective on the baked result\n",
"Cryptomatte: Are instanced objects handled correctly.\nIt is unclear what the current logic is and if it is desired. This task is there to investigate and propose a solution and implement it.",
"Multi-Object-Mode: EditMesh Vert/Edge Slide (transform) incorrect orientation for non active objects\nVert/Edge slide calculates the closest edge, then a screen space vector to move the cursor along to perform the slide.\n\nThis currently is only correct for the active object.\n\nIt's possible to have multiple objects rotated differently so the slide vector will be wrong on some objects.\n\nNote that performing vert/edge slide on multiple loops (while supported) is not all that common.",
"3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n",
"Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.",
"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)",
"Improvements to Curve Modifiers (Animation Curves)\nThe intention of this design task is to improve the ways we interact with modifiers amongst multiple curves and other missing options like \"baking\" the result to the curve.\n\nBased on using modifiers for different things myself here is what I feel would be best:\n\n - First thing is to add a new menu under \"channel\" to add any modifier to all the selected/highlighted channels.\n - Also a second option to remove all modifiers from selected/highlighted channels. (as in most cases you'd only add one modifier to a channel).\n - This could be complimented by a remove all modifiers of x type from selected channels.\n - under Shift G (new menu for graph editor) select grouped everywhere else we could have an option to select curves with x type of modifier.\n - Add a naming box with automatic unique names to the curve modifiers in the same fashion as in the object modifiers, this will allow association and the use of \"alt\" for editing multiple modifiers. \n - At the top where the copy / paste modifiers buttons are paste should allow \"alt\" modifier to paste to all selected curves/channels or adding a second paste button that will do just that. \n # Among with the checkbox for activation and the x for modifier deletion a similar menu to this  could be added with the option to apply which should allow animation baking to the curve with simplified version of the \"bake action...\" operator allowing to define the range and steps and to delete or disable the baked modifiers for baking the resulting animation to that curve.\n\nAll of these are up for discussion but I feel it would improve heaps the way we can work with curve modifiers making them super more useful than they are right now because I feel in general people would use them much more if they were easy to handle for more than just one curve at a time.\n\nWhat do you guys think?\n \n\n\n\n\n",
"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",
"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"
] | [
"Align Objects Axis button is not redraw\nW8.1, 64b\n\n19f7f9a\n\n1) select two objects and Object > Transform > Align Objects\n2) Press F6 for floating panel and change align axis.\n\nAxis is not redraw until mouse is over button.\n"
] |
Attr Dropdown menu do not show up if geometry is coming from Info nodes
Tested on todays build (9march)
See gif below

The attr do exists, this is strictly a GUI problem it seems?
| [
"Viewport shading solid mode not displaying geometry nodes color attributes correctly\nOperating system: Win10\nGraphics card: 960m\n\nBroken: 3.5\nWorked: never\n\n\nWhen using geometry nodes to add color attributes, there are several situations where the viewport solid mode attribute option does not display the color attributes correctly.\n\nAs can be seen by this example. The first image shows a cube with a color attribute added. The geometry nodes setup adds a red color to the \"Color\" attribute. This all works as expected as can be seen in the viewport and the spreadsheet. \n\n\n\nIf a GN cube is added instead of the standard mesh cube (which has been bypassed by the switch node) then the color attribute is added as expected. This can be seen in the spreadsheet as to be the same as the previous screenshot for the color attribute. However, it is not being displayed in the viewport.\n\n\n\nThis is a problem seen with any procedural geometry made with just nodes. As a workaround, you can have a single vertex as the only \"real\" geometry and use a join node to join with any nodal procedural geometry. Strangely though, this has to be the first connection in the join node, and won't work if it is second. This can be seen by the next 2 images:\n\n\n\n\n\nA similar related case is that some mesh nodes will also make the viewport lose the displayed attribute. For instance, if you create a cube, add a GN modifier and add a dual mesh node to the chain, the color attribute is still there, but no longer displayed in the viewport. This happens with some nodes (like mesh to volume and back to mesh) but not others (like subdivide or extrude).\n\n\n\nThere is also a related issue that when exporting to obj or gltf the color attributes are not exported if they are not displayed in the viewport. If apply the GN modfier, you have to actually click on the color attribute in the properties panel to see it in the viewport or to be able to export it. \n\nOddly, the fbx exporter seems fine without applying the modifier. It also doesn't matter if the color attribute is on the vertices, or face corners, or if the color is float or byte color. The same issues happen regardless.\n\n",
"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)",
"Weight Paint Vertex Selection Display issue\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: never really, more on that below\n\nWhen in weight paint mode with\n* vertex selection enabled\n* show wire enabled\n\nedges will not be drawn within the selection\n\n\n**The odd part**\nClicking in an empty space will get the wires to show again, but keep the vertices selected. \nThat's a behaviour that has changed from 3.1.2 to 3.2.2\nPreviously it deselected the vertices but didn't draw the edges\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n* Open the attached blender file\n* you can see that edges are not drawn between selected vertices\n* click in an empty space (important to click, not click drag)\n* vertices stay selected but wires are drawn\n\n",
"Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)",
"Missing elements from Collada file (import)\nWindows 10\n\nBroken: Blender 2.77a\n\nImport collada file throws an error, and has missing geometry.\n\nImport Collada: [ZINCARB65_ZC_313343_P.zip](ZINCARB65_ZC_313343_P.zip) (unzip the file first)\n\nResult in Blender: \n\nResult in 3D Builder (Windows default .dae opener): \n\nReference object (photo): \n\nI get the following message from Blender. Note, I get a similar message with any .dae I try to import from my collection. But this is the only one with missing geometry.\n\n```\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 78, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 107, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 113, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 123, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 137, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 143, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 153, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 170, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 176, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 186, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: float, Attribute: xmlns, Line: 191, Column: 31, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 200, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 206, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 216, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 224, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10549, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10552, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10582, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10612, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10642, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10643, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10644, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10645, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: library_images, Attribute: xmlns, Line: 10693, Column: 24, Additional:\nWriting node id='', name='Render'\nWriting node id='', name='Environment'\nWriting node id='collidersNode', name='colliders'\nWriting node id='Geometry-Mesh_Node', name='Mesh_'\nWriting node id='Geometry-ZINCARB65_1_CarrinhoNode', name='ZINCARB65_1_Carrinho'\nWriting node id='Geometry-ZINCARB65_2_PlastNode', name='ZINCARB65_2_Plast'\nWriting node id='Geometry-ZINCARB65_3_RodNode', name='ZINCARB65_3_Rod'\nWriting node id='Geometry-ZINCARB65_S_PisoNode', name='ZINCARB65_S_Piso'\ngot 2 library nodes to free\n```",
"Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\n",
"Shape keys for surface not working - no active option\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\nBroken: version: 3.6.0\nWorked: don't know any version where this working, but last time no option for use this doing hard work\n\nShape keys for surface not working - no active option. \n\nThis not working like expected as typical object have verts. See screen.\n\n",
"Geometry Nodes: 3D Viewport Overlay Statistics don't respect Viewer Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.4.0 Alpha\n\n\nThe geometry output by the preview node is not taken into account by the overlay scene statistics:\n[2022-09-30 11-35-43.mp4](2022-09-30_11-35-43.mp4)\n",
"Annonymous Attributes and Simulation Nodes - propagation issue\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nSome annonymous attributes are not working with the output of the Simulation Nodes if the attribute is not propagate via the simulation.\n\n\n1. [simulation_attribute_bugs.blend](attachment).\n2. Toggle the \"Show Bug\" modifier property to see when the bug happens.\n\n",
"Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear",
"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",
"Knife not snapping on backfacing elements (wireframe, xray mode)\nSteps to recreate:\n1. Select object and goto edit mode\n2. Enable X-ray Mode.\n3. Select \"Knife\" Tool.\n4. Now, when i want to snap my knife to the vertices(\"Back Side\") for cut it didnt snap. Although It snaps to vertices on front part",
"Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n",
"Mesh Attributes Python API Is Buggy\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3070\n\nBroken: 2.93 & 3.3\nWorked: \n\nAccessing geometry attributes via python causes internal errors and mismatched pointers.\n\n\n```\n- Blender 3.3.0 bug\n- 1) Open new file w/ default cube\n- 2) Paste this script into the scripting tab\n- 3) Make sure the cube is selected and run this script\n\nimport bpy\n\nme = bpy.context.active_object.data\n\nfva = me.attributes.new('float_vector_attribute', 'FLOAT_VECTOR', 'CORNER')\n\nprint(f'fva : {fva}.data_type = {fva.data_type}')\n\nfca = me.attributes.new('float_color_attribute', 'FLOAT_COLOR', 'CORNER')\n\nprint(f'fva (again): {fva}.data_type = {fva.data_type}') # output will be wrong\nprint(f'fca : {fca}.data_type = {fca.data_type}')\n\nme.calc_normals_split() # causes next line to crash\n\nfva.data[0].vector = (1, 2, 3) # only crashes the first time the script is run\n\n```",
"Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n"
] | [
"Attribute search does not show attributes from instances\nOperating system: Windows 10 x64\n\nBroken: blender-2.93.0-e4a55b46c406-windows64\n\n\nIt seems like the Object info node ignores the objects attributes\n\nLoad the attached file and check the \"Icosphere\" that is selected in the Object Info node, you will see it ignores existing attributes blocks\n\n\n\n[del.blend](del.blend)\n"
] |
Scaling in sculpting mode. Numeric input - unpredictable behavior.
Operating system: Ubuntu 22.04 LTS
Graphics card: Nvidia Quadro M4000
Broken: 2.93.10
Numeric input - unpredictable behavior
1. Default cube
2. Enter sculpt mode
3. Choose grab brush, then scale
4. Scale the cube using the manipulator
5. Scale the cube using numeric input | [
"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.",
"Modifier parameter driven by custom property recalculates with any transform.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\nIt is no matter what source drives modifier and what parameter drivered.\n[2021-02-01_19-50-30.mp4](2021-02-01_19-50-30.mp4)\n\n[untitled.blend](untitled.blend)",
"Text editor undo system, undo step limiting behavior\nCurrently having a linear undo stack has a limitation which is most obvious with text undo.\n\nTyping a character uses a single undo step, meaning if you are working in 3D sculpting for eg, then type a short paragraph over 32 characters - you'll loose all your undo steps.\n\nProposed solution is for undo systems to support counting their undo steps separately, so text editing operations wouldn't use up undo steps for edits in other modes.\n",
"2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n",
"GPU Subdivision not optimized in Weight Paint mode\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\nI'm not sure if it's unimplemented/unplanned or just overlooked, so I'm here to report in case.\nWhen you have a mesh using an Armature modifier and Subdivision modifier, the Subdivision will affect performance while posing the armature but enabling GPU Subdivision will noticeably improve performance during posing and animation. \n\nHowever, if you select the armature and the mesh and go into weight paint mode, allowing you to pose the rig, the GPU Subdivision will not boost performance with the Subdivision modifier. Weight Paint Pose is slower regardless as to the Subdivision modifier, just GPU Subdivision seems to be disabled here. \n\n- Open attached .blend file\n- Make sure `GPU Subdivision` is enabled in Preferences\n- in Weight Paint Mode, pose the rig (move any bone)\n- Go to object mode, select the rig and go to Pose mode\n- Compare performance when posing the rig\n\n[#101485.blend](T101485.blend)\n",
"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.",
"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",
"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",
"modifier offset slider step value being driven by the mouse looses one order of magnitude worth of accuracy when units are metric vs none\nwin 10\n2080ti\n\nBroken: 2.80+\n\nSince blender 2.8 has switched to real world units the modifier slider step(when driven by the mouse) value has lost one order of magnitude worth of accuracy, 0.001 instead of 0.0001 \nIt is possible to switch the unit system back to none to get the higher accuracy. \nThey should be consistent and both work to the higher level of accuracy as this level is essential when working on real work scale small items e.g. a watch\n\n\n- with scene unit type set to \"metric\" add a bevel modifier the standard cube\n- press shift while clicking and dragging the bevel modifier offset slider and notice how the smallest amount possible to move is 0.001 m\n- switch scene unit type to \"none\"\n- press shift and click drag the modifier offset slider and notice the smallest amount possible to move is 0.0001 m\n",
"Sculpt Mode and push the 'r' key text too bigger.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\nSculpt Mode and push the 'r' key text too bigger.\n\n- Open defualt scene\n- Switch to sculpt mode\n- Open preferences > Interface\n- Set `resolution=2 and line width=Thick`\n- Push the 'r' key cause 3D Viewport text appear too super largest text.\n\nMy show from hidden Library / Application Support / Blender / 3.6 folder.\nSee my youtube.\nkJqtYvcnrbM\n\n",
"Crash when switching to Sculpt mode\nOperating system: \nLinux bu-dvl-2 5.13.0-51-generic #58~20.04.1-Ubuntu SMP Tue Jun 14 11:29:12 UTC 2022 x86_64 x86_64 x86_64 GNU/Linux\n\nGraphics card:\n0:02.0 VGA compatible controller: Intel Corporation UHD Graphics 620 (rev 07)\n\nBroken: 3.2.0\n\ncrashed when switching to Sculpt mode\n\n- Open alien.blend (attached) \n- Switch to Sculpt mode\n\n[alien.blend](alien.blend)\n\ncrash.txt: \n[alien.crash.txt](alien.crash.txt)",
"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.\n\n\n",
"Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)",
"Undo when sculpting changes brush type\nOperating system: Windows 10 Pro - 20H2 - 19042.867\nGraphics card: RTX 2070 SUPER - Driver version 497.09\n\nBroken: 3.0.0, f1cca3055776, master, 2021-12-02\n\nWhen sculpting, pressing undo will change the brush type and the brush settings to the previous selection.\n\nThe issue has existed for me for several years across multiple PCs, and countless versions of Blender. It has been reported here by many people but I've never seen anyone mention the following which I think could be helpful. I always work with a second window on another screen with just a UV Editor open which I think has something to do with the issue.\n\nFor example, in a new scene, start with the Draw brush active and change to the Grab brush then make three brushstrokes on the corner of the cube with it to pull it out. Pressing undo once will only remove the last Grab brushstroke as expected but also revert the active brush to the Draw brush which is not expected.\n\nAfter loading factory settings, the problem doesn't exist. What causes it to happen is if you add an additional New Main Window and set it to the UV Editing workspace and combine the UV Editor area and the 3D Viewport area to make just one large UV Editor area. Repeating the previous steps mentioned in the Sculpting workspace then causes the issue to happen.\n\nThere is some inconsistency with what happens afterwards with regards to changing the windows, workspaces and areas around. It seems various combinations can cause this to happen but the following steps should consistently replicate the issue for anyone on factory settings.\n\n - File > Defaults > Load Factory Settings\n - Window > New Main Window\n\n - On the New Main Window, select the UV Editing workspace\n - Combine the two main areas so only the UV Editor area remains, covering most of the workspace, and the 3D Viewport area is removed\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected but the brush type is also changed back to the default Draw brush\n\nAdditional observation:\n - Close the New Main Window that has the UV Editor open\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected and the brush type does not change",
"3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n"
] | [
"Redo Panel of transform sculpt operation does not work properly\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nThe input values when moving, rotating or scaling the mesh in the Sculpt mode do not match the final result. In other words, under the Sculpt mode, moving, rotating or scaling the mesh with a high precision is impossible. \n[2410-5900.mp4](2410-5900.mp4)\n\n- In sculpt mode activate the Scale tool\n- Resize the mesh with the tool (eg 0.5 on the Z axis)\n- In the redo panel, try to reset the values to 1.0\n\n---\nor\nStep 1: In the Edit mode, create some loop cuts on the default cube as shown on the following screenshot:\njcqzR.jpg\n\nStep 2: In the Sculpt mode, let's mask the upper half of the cube, and then use the scale brush to increase the scale of the lower half in the X and Z direction by 14%, respectively. (The scale in the Y direction should remain unchanged.)\nxrUZo.jpg\n\nFrom the screenshot above, the result looks wrong in the Z direction. The actual scale in the Z direction does not increase, but, instead, it decreases. This limits my ability to precisely scale the mesh in the Sculpt mode.\n\nThe trouble also happens when use the move brush and rotate brush, because the input values do not match the final result. \n\n[testing scale brush.blend](testing_scale_brush.blend)\n\n"
] |
Hard to select light
Operating system: Windows 10. 64
Graphics card: gtx 1070ti
Broken: blender-2.80-4c31bed6b46. 2018-11-30
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
hard to select light, when i clicked on this point
**don't rotate camera (MMB) in this file!**
[light_select.blend](light_select.blend) | [
"Midpoint snap always turn on when panning with shift + middle click if use knife tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nCPU : intel i3 2328m\n\nBroken: version: 3.0.0 Alpha\nWorked: ??? (i think before the gsoc knife feature is merged)\n\nmidpoint snap in knife tool get turn on(like a toggle) when panning if use knife cut\n\n1. use knife tool\n2. click some where to start cutting until purple line appear and click where you want cut\n3. pan with a shift + middle click\n4. see on bottom bar the midpoint snap option is turn on and not turn off until i click shift again (it behave like a toggle i think)\n\n",
"\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NA\n\nBroken versions: 2.82-3.4\nWorked: Unsure\n\n**Short description of error:**\n\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed.\n\n**Exact steps for others to reproduce the error:**\nFollow the steps shown in the video above or follow the steps below:\n1. Start with a new file.\n2. Select an object.\n3. In the `Object Properties` tab of the `Properties Editor`, expand the `Visibility` panel.\n4. Inside the `Visibility panel`, animate the the `Show in -> Renders` property. You can do this by inserting a keyframe for it being enabled on frame 1, then go to frame 2 and disable it and keyframe it again.\n5. Once the `Show in -> Renders` property is animated, disable `Show in -> Viewports`. Now if you scrub through your time line, you will notice that the UI for `Show in -> Renders` does not update the `Tick` as you go back to a frame you had keyframes to be enabled. This can also be observed in the `Outliner` as the `Camera` icon does not change from disabled to enabled or vice-versa.\n6. If you enable `Show in -> Viewports`, you will notice the `Tick` and `Camera` icon start updating again as you scrub through the time line.\nHere is a video demonstrating the issue:\n[Disable in viewport breaking disabled in render.mp4](Disable_in_viewport_breaking_disabled_in_render.mp4)",
"Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n",
"Improve support for Rotate and Pinch trackpad gestures\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nAt the moment, zooming with the Pinch gesture is too slow, requiring several full gestures to zoom in on details. When using the Rotate gesture, the rotation angle does not match the rotation of the fingers. Both gestures do not allow tiny changes with slow finger movements, due to rounding/conversions of values in the code.\n\nThe current code converts 'magnification' and 'rotation' values (float) to delta values (int). It would be more correct to use 'magnification' and 'rotation' values directly, without rounding when converting to delta.\n\nThere's an old macOS patch to start with: D8521",
"Text moving in status bar\nOperating system: Linux-5.15.4-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.0.0 Release Candidate\n\n\nText moving in status bar when moving camera in viewport. \n\nEnable Scene Statistic in Status Bar Preferences. Move camera in Viewport.\n\n[2021-11-30 11-21-38.mp4](2021-11-30_11-21-38.mp4)\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",
"Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n",
"Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n",
"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\n\n\n",
"Multiple calls of 'view3d.select' with LMB selection keymap\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.83, 3.2.0\nWorked: Apparently never\n\nIn the left-click selection settings, considering only `Object Mode` in the keymap, there are currently 3 places setting the {key LMB} selection shortcut:\n1. {nav 3D View > 3D View (Global) > Selection}\n2. {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection}\n3. {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n\nRespectively each of them can be tested by pressing {key LMB} in the `3D View` under the following conditions:\n1. Always active\n2. Active when `Tweak Selection Tool` is enabled (between selection tools)\n3. Active when fallback selection is `Tweak` and the `Selection Tool` is not enabled\n\nThe problem is that, in the cases `2` and `3`, the key item of `1` is also mapped resulting in `view3d.select` being called 2 times (since this operator is pass though).\n\nThis can be a problem for users editing the settings as they need to make sure the properties of both calls are \"compatible\".\n\nNOTE: for undo, with the default settings, this is not a problem as an undo step is only added when something changes.\n\n - Make sure to use keymap with LMB selection\n\n **Testing the Selection Tool Shortcut:**\n - In the 3D view, activate the `Tweak` selection tool\n - In the keymap, go to {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\n - In the keymap, go to {nav 3D View > 3D View (Global) > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has **not** been deselected which is correct.\n\n **Testing the Selection Fallback Shortcut:**\n - Re-enable all `Deselect On Nothing` options and now disable the option located in {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n - In the 3D View, activate a tool other than the selection tool (so the selection fallback will be used)\n - select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\nRepeat the last two steps of the selection test with the tool to get the expected result.",
"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",
"Rolling the viewport always use last selection as pivot point\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0\n\nWhen using the navigation setting Orbit Around Selection and Auto Depth, rolling the viewport always use the last selection as the pivot point, even when nothing is selected.\n\nThe expected behavior should be the same as having the orbit around selection disabled, when nothing is selected the rolling should pivot around the center of the screen.\n[blender_roll_bug.mp4](blender_roll_bug.mp4)\n\n1. Activate orbit around selection and auto depth in the navigation preferences\n2. Bind view3d.view_roll in the keymap using roll angle\n\n3. Select an object and roll the viewport\n4. De-select the object and roll the viewport again, the pivot remains in the same place\n\n",
"Non Uniform Scaling possible when Camera is parented\nOperating system: Win 10\nGraphics card: Geforce 2070\n\nBroken: 2.82-3.2\n\n\nIf you parent a Camera to an Object and scale the parent non uniformly, the Camera View gets scaled and distorted too.\n\n\nCreate an Empty, parent the Camera to an Empty, scale the Empty. The Camera View gets distorted.\n\n[blender_camera_scaling_bug.blend](blender_camera_scaling_bug.blend)",
"Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n",
"In cycles, ignore shadow of volume object will cost more time.\nOperating system: windows 10 64\nGraphics card: rtx 2080\nCpu: AMD Ryzen 7 2700\n\nBroken: 2.83 2.82 .....\n\nIn cycles, ignore shadow of volume object will cost more time.\nUse texture in volume material.\nVolume object cross other object.\n\n\n[vol_bug.blend](vol_bug.blend)"
] | [
"Cannot select a light before objects. Selection priority issue.\nOperating system: Mint\nGraphics card: Nvidia GTX 1080ti\n\nBroken: 2.80 168a6a4bfc1\nWorked: 2.79 any version\n\nCannot select a light source if there are objects behind it. It seems that selection priority is higher for meshes.\nYou can cycle click trough objects until it hits the light or use alt+click to select, but it's very inconvenient in comparison to 2.79.\n\nOpen up the file.\nTry to select the light source with a single click.\n[280_selection_priority.blend](280_selection_priority.blend)"
] |
Newly created “transparent” object cannot make older objects visible
[bug_transparent.blend](bug_transparent.blend)
windows7 64bit
inter i5 -2320 3Ghz
4 G ram
GeForce GTX 560 SE graphic cards
Broken: 2.78rc, Newly created “transparent” object cannot make older objects visible
Worked: (optional)
The old objects created before the transparent objects is not visible inside the transparent object.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
1. Create an mesh object(say cube A)
2. Create another object(B) and set its transparency with alpha value set to around 0.5 under Blender Render
3. put cube A inside to B and A become invisible( in material mode)
4. Create another object(C)
5. Put C inside into B but it is visible.
| [
"Hidden objects still affect viewport performance when they are hidden as collection\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\nAfter ac20970bc208 hidden objects do not affect viewport performance but they still do when hiding the collection that they are belong to.\n\n(I've wondered that this might not be a bug but a complication from the fact an object can belong to multiple collections. If then I guess this can be marked as a known limitation or something, because I think many users would expect this to work with visibility of collections.)\n\n* Use file from the patch: [F13435936](slow_object.blend)\n* Hide \"Collection\" instead of the object itself\n* Play animation, the object still affect viewport performance\n",
"Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n\n\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)",
"Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ",
"Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 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: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)",
"EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n",
"Armature modifier taking a performance impact, even when set to not be visible.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.2\n\nSome part of the Armature modifier is still calculating even when set to not be visible.\nCausing a performance impact, when an artist expects none. Other modifiers like Subdivision Surface do not have this issue.\n- unrelated, also kinda sucks that I get sub 24fps with 100k poly videogame ready models.\n\nHave a high poly model weighted and bound to an armature, with any simple animated movement. Take note of the viewport performance when viewing playback of the simple animation. Disable all visibility options on the Armature modifier on the model. Performance only increases slightly. Uncheck 'bind to vertex groups' on the modifier. See performance improve drastically, even though the modifier is set to not be visible in the first place.\n\nWith the attached blend file, a high poly model is already bound to an armature with a simple animation.\n[ArmatureModifierBug.blend](ArmatureModifierBug.blend)\n\n",
"Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n",
"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",
"environment pass is occluded by geometry making it unusuable with a shadowcatcher\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 1)\nWorked: unsure if ever\n\nenvironment pass is occluded by geometry making it unusuable with a shadowcatcher\n\n\nopen attached .blend, go to compositing workspace, hit f12, when finished use the split viewer factor to slide between the image and the environment pass. \n\nPerhaps the transparency section needs an additional 'shadow catchers are transparent'.......although that wouldn't make much sense as shadow catchers should always be transparent. Regardless, the environment pass definitely shouldn't contain any geometry information. Is there ever a scenario where you'd want the environment AOV to be jet black where the 3d objects are located?\n\n[environment alpha bug.blend](environment_alpha_bug.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\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n",
"Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"",
"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",
"Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up."
] | [
"wrong transparency in viewport\nWin7, R9 280X, Catalyst 15.7.1\n\nBroken: 2.76 RC3\n\nOn a subdivided cube, alpha values near 1 (like 0.999 so low transparency) are inconsistent. Some faces become completly transparent, other stay opaque (awaited behavior).\n\nOpen attached file, switch between 0.999 and 1 in transparency. Some faces become completly transparent with 0.999, showing only the interior faces.\n[bug_transparency_viewport_cycles.blend](bug_transparency_viewport_cycles.blend)\n\n\nAll faces are opaque with 1\n\nSome faces stays opaque, which is good (right side) but the left side is completly transparent although alpha is at 0.999."
] |
Blender 3.0: Apply Scale does not work properly on Curves.
Operating system: Windows 10
Graphics card: GTX 1070 latest Studio Driver
Broken: Blender 3.0 - October 06, 02:46:01 - 26dac33ce18f
**Short Description**
Apply Scale does not work properly on Curves.
If I convert the Curves to Meshes everything is OK.
**Step to Reproduce**
- Open .blend file
- Scale the curve
- Apply scale
- Click somewhere in viewport
[dimensions.mp4](dimensions.mp4)
---
| Blender 2.93.5 | Blender 3 |
| -- | -- |
|  |  |
Test File:
[dimensions.blend](dimensions.blend)
| [
"sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n",
"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\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)",
"Limit Scale does not Limit Scale on the Minimum Value\nOperating system and graphics card\nOS X 10.8.5\nGraphics AMD Radeon HD 6490M 256 MB\n\n\nBroken: Blender 2.69\n\nThe Limit Scale constraint fails with a minimum value of 0.0. The user is able to bypass the minimum and scale all the way \"down\" to the negative maximum value. It is easiest to bypass the minimum value at 0.0. It is also possible at values close to zero such as 0.2 or 0.4, but the user must move the mouse rather quickly to jump over the minimum value into the negative side.\n\nThis is reproducible with the default blend or with the attached.\n[limit_scale_bug.blend](limit_scale_bug.blend)\n",
"Hair Curves: Invalid surface UV attachment\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: N/A\n\nWhen using 'Interpolate Hair Curves' and 'Deform Curves on Surface', a small amount of curves can appear that have a \"Invalid surface UV attachment\", causing these curves to be unable to pose. They are left as floating particles which is a big issue for final renders with posed characters/objects. \nFurthermore, if the surface mesh is subdivided, more curves appear that do not pose with the mesh correctly and instead stay in rest position, however these are not considered an \"invalid surface UV attachment\", and thus cannot be removed with the 'hair attachment info' node's selection. There is no way to clear these \"valid\" invalid curves, they stay floating. \n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- The provided file contains a posed mesh, moved slightly to the right, to show that one particle is left floating in the air.\n- Open the provided file, and render the image.\n\nThe problem should appear in the render as a single floating particle.\nNow check the geometry nodes setup and see that we have deleted the supposedly invalid curves, but one remains yet floating in the air far from the posed mesh.\n\n**Notes about the file**\n- A simple small surface, posed with an armature slightly to the right to show that some curves are not moving with the mesh correctly\n- A regular UV map made with smart uv pack, no overlaps, udims or islands outside the bounds.\n- The hair curves object was made by converting a hair particle system object to curves, and then used \"snap to nearest surface\" on hair sculpt mode to attach it to the surface\n- Which hairs are bugged depends on the 'intepolate hair curves' node's seed, for example on seed 2 this \"valid\" invalid curve appears, but not on some other seeds, and more appear on other seeds, completely randomly\n\n\n**Further notes after experimenting**\n- I suspect this is related to seams, as the problem seems to happen more often close to seams on the subdivided mesh, and better UV maps result in the bug happening less, but still happening. I added more seams to the simple mesh in hopes of the bug appearing more often. \n- Problem seems to happen more often if you use the boundary smooth option on the subdivision modifier; still happens if option is disabled but less.\n\n\n",
"Bent concave 2D curve triangulation problem w/ modifiers applied\nBroken: 2.80\n\n[BUG.blend](BUG.blend)\n\n(I think the problem is triangulation)\nTriangulation sometimes has problems with concave shapes, and I believe this is caused by triangulation (without overlaps) being much more difficult in 3d than 2d. But the problem shouldn't really exist (at least in my case) because the triangulation would work fine using 2D triangulation by projecting the points to 2d along the average normal of the face (it bends less than 90 degrees, so 2D triangulation would be perfect).\n\nOpen the project, the shape is completely wrong on the flat faces when using the curve modifier. It's supposed to be a concave crescent shape, instead of the convex hull sorta shape it has now.",
"Curves sculptmode: Slide tool with Pressure Sensitivity always resets at the end of the stroke\nOperating system: Linux-5.18.16-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0 Beta\n\nCurves will snap back to it's original coordinates after the stroke. Turning off the pressure sensitivity will allow the hair curves to stay.\n\n*Use a pentablet or a screen display with pressure sensitivity*\n - Load Factory Settings\n - Go to 3D Viewport\n - Add mesh primitive\n - Add curve hair object while mesh primitive is active\n - Go to sculpt mode\n - Add some hair with the [**Add**] tool\n # Slide hair with the [**Slide**] tool\n\n----\n**Pentablet:** XP-Pen Deco 01 V2\n\n",
"Measurements don't refresh when changing Scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.3.0 Alpha\nWorked: Never\n\nWhen doing measurements with the Measure tool and changing to another scene, this measurements are preserved when they shouldn't.\nThey refresh correctly when changing tool to another (ex. Cursor) and then going back to Measure.\n\n- Draw a measurement with Measure tool\n- Create a new, empty scene\n- Notice the measurement is still there\n- Change the tool to Cursor and then back to Measure. Not there anymore.\n\nYou can also make a measurement, change Scene without refreshing and edit this measurement. That will create a new measurement in the Scene that that happened.\n\nA more destructive behavior happens when there are already measurements in the Scene you're going. If you delete a measurement without refreshing, all the previous measurements in the Scene are also deleted.\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",
"Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)",
"Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n",
"Freezing with Scale tool\nOperating system: Ubuntu 23.04, Ubuntu 22.10, Ubuntu 22.04\nGraphics card: NVIDIA Quadro K620, Intel(R) UHD Graphic 630 (CFL GT2), Intel HD Graphics 520, Intel HD Graphics 615, Intel UHD Graphics 620\n\nBroken: Latest Stable 3.5.1, Stable 3.4.1, Lts Stable 3.3.8, Stable 3.2.2, Stable 3.1.2\nWorked: Stable 3.0.1 (I have not tested other inferior versions)\n\nBlender freezes completely when working with the \"Scale\" tool in Ubuntu. It also froze with the \"Transform\" tool, in Ubuntu.\nCurrently I use Ubuntu 23.04, with latest updates, but it happened with previous versions.\n\n1. Start Blender\n2. Delete all stage elements (cube, lights) (Also freezes with the cube and other elements)\n3. Add > Mesh > Plane\n4. Select Scale Tool\n5. Just pass the mouse over the plane, between the upper and lower circle (with the function to increase and decrease the plane) repeatedly and after some time the blender freezes.\n\n**Notes:**\n- In Blender version 3.1.2 it took a little longer to freeze.\n- Try the versions with Deb, Snap and Flatpak.\n- The problem is the same using Wayland or X11",
"Knife Project Resolution is View Dependent \nWindows 7, x64, gtx 580\n\nBroken: 85c38e7\n\nKnife project resolution seems to be based on the camera zoom level. Artists are expecting that it wouldnt operate like this, ending up with meshes which look inaccurate.\n\n1. Open attached file\n2. knife project\n3. zoom in a lot\n4. notice how horrible it is\n5. undo\n6. knife project\n7. notice the difference\n\n[knifebug.blend](knifebug.blend)",
"Surface Deform Modifier invokes \"Invalid surface UVs\" error when applied to Hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 770 Intel 4.5.0 - Build 31.0.101.3959\n\nBroken: version: 3.5.1\n\nWhen adding Fur to the mesh in the example file, the Surface Deform modifier produces the error message \"Invalid surface UVs on x curves\". This also appears related the rippling visibility of the hair an animation (see also [#109285](109285#issuecomment-965921))\n\n\n1. Load the attached file and press play\n2. Note the \"Invalid surface UVs on x curves\" error in the Surface Deform modifier\n3. Stop the playback, and note that the figure in the error corresponds with the appearance of hairs on the surface\n4. Select the Body object and Add > Curve > Fur\n5. Observe the same error in the newly added Surface Deform modifier\n\n",
"Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n",
"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*"
] | [
"BoundBox/Dimensions of curve not showing correct values\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\n**Apply Scale issue:**\nBroken: version: 3.0.0\nCaused by b9febb54a4\n\n**Undo selection issue:**\nBroken: version: 2.83.13\nWorked: version: 2.80 (sub 74)\n\nRef #90736 (Curve: Apply Scale Problems with Dimensions & Shape)\nWhen applying scale or selecting a curve and undoing it, the bound box has wrong dimensions.\n\n- open attached file\n- select curve object\n- Undo selection\n[undo_curve_selection_bug.blend](undo_curve_selection_bug.blend)\n\n---\nAnother file to test (from #91983):\n\n[dimensions.mp4](dimensions.mp4)\n\n[dimensions.blend](dimensions.blend)",
"Curve object: Dimensions Broken\nOperating system: 'macOS-11.6-x86_64-i386-64bit'\nGraphics card: 'AMD Radeon Pro 570X OpenGL Engine'\n\nBroken: 3.0.0 Alpha, branch: master, commit date: 2021-10-25 23:16, hash: 32cc9ff03746, type: release\nWorked: 2.93\n\nI have a Curve with beveling and \"Dimensions\" field of the object consistently shows WRONG object size. By inspection object props it has dimenstions of 3-4 meters, while in reality it is less than half of the meter. Blender \"recalculates\" dimensions to proper values after entering into EDIT mode or disabling/enabling visibility - but this recalculations are temporary, after switching to some other object and switching back - dimensions are always reset to wrong values again.\n\n\nCheck video and corresponding blend file\n\n[Screen Recording 2021-10-26 at 16.16.15.mov](Screen_Recording_2021-10-26_at_16.16.15.mov)\n\n[DimsBroken.blend](DimsBroken.blend)\n\n"
] |
Alpha mistakenly affected other channels when using Combine Color node in Compositor
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24
Broken: version: 3.3.5
Alpha channel mistakenly affected other channels when using Combine Color node in Compositor.Saving the Viewer Node picture got an incorrect result.
1 Combine Color in Compositor
2 Save the Viewer Node picture as test.png
3 Reopen test.png
4 View B channel individually
| [
"Compositor doesn't render if VSE contains strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nCompositor doesn't render if VSE contains strips.\nIn some cases user may want to have for example sound strip to play sound while compositing. This can cause only VSE to be used for rendering.\n\nAdd color strip to VSE, in compositor check Use Nodes and render.",
"Eevee AOV passes have inacurate colour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.7 Release Candidate\nBroken: version: 3.0.0\nWorked: NA\n\nIn Eevee AOV, the colors of AOV result slightly changed from the original colors.\nThis color change doesn't occur in Cycles.\n\nSimilar problem, but this thread says fixed.\nT85261\n\n\n1. Open 211203_eeveeAOV.blend.\n2. Render(F12) in Eevee.\n3. Check the rendered image and the AOV pass 'test' in Image Editor and sample the color.\n\nEmission shader and rendered image(checked by Image Editor > Sample):\nR: 0.80000\nG: 0.40000\nB: 0.20000\nA: 1.0000\n\nRendered AOV (checked by Image Editor > Sample)\nR: 0.80322\nG: 0.40161\nB: 0.20081\nA: 1.0000\n\n[211203_eeveeAOV.blend](211203_eeveeAOV.blend)\n\n",
"When updating render percentage, the Box Mask node in compositor is also affected\nI ran into a confusing issue the other day that made me log bug #50113, thinking there was an issue related to masks and render size, but it turns out the issue is in the viewer node not updating correctly when adjusting render size.\n\nIn the attached fine, when I change the render percentage and update a value in the compositor, the result in the viewer changes so the mask is not consistent.\n\nIf I re-render the scene, the mask would appear relative.\n\nUnfortunately, since the viewer updates and displays the incorrect information, this can be confusing to the user and cause them (me) to freak out and try and adjust things that don't need to be adjusted. For example, I ended up changing my mask values over and over again, never achieving the correct result. \n\n - Open: [maskIssue.blend](maskIssue.blend)\n - Render an image\n - adjust the render resolution percentage to 100% (so far it's ok)\n - click on the `width` property of the `Box Mask` node and drag to a lower value\n\nNotice that the mask changes in the preview. Render again, and the mask looks correct.\nRendering resolution should not influence the result of the composite.\n\n",
"Rounding error in ColorRamp node\nOperating system: Windows 10\nGraphics card: GeForce GTX 1080 8K\n\nBroken: 2.83.4, a322b43e3d08, 2020-02-24\n\nIn the Cycles implementation of the ColorRamp node, marker positions seem to be rounded to the next higher multiple of 1/255, leading to unexpected output, especially when set to 'Constant' interpolation.\n\nEDIT: Happens in EEVEE too, but only when there are two or more markers set on the ColorRamp, and with multiples of 1/256.\n\n\n[rounding error.blend](rounding_error.blend)\n\n - Open the attached .blend file and switch the 3D View to Rendered mode\n - See ColorRamp node in the Shader Editor\n - Set yellow marker to a position just slightly above a multiple of 1/255, e.g. `0.2197` (> 56/255)\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.2235` (< 57/255)\n # The node will output the red color from the left of the spectrum, even though the input value is greater than the yellow marker's position. ~~This only occurs in Cycles, EEVEE correctly outputs yellow.~~\n\nAs a side note, 0.2335 should be rounded up to 0.234 when displayed with three decimals, but isn't.\n\nEDIT: To reproduce in EEVEE:\n\n - Steps 1 & 2 from above\n - Add a third marker to the ColorRamp and slide it to 1.0, where it shouldn't affect the other markers\n - Set yellow marker to a position just slightly above a multiple of 1/256, e.g. `0.5001`\n - Set 'Fac' input to just slightly below the next higher multiple, e.g. `0.5039`\n # (As with Cycles)\n\n",
"compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)",
"Baking vertex colors does not respect alpha with \"Diffuse\" selected but respects alpha with \"Direct + Indirect\" also selected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\nI believe this is a bug: when baking vertex colors, the alpha channel is included ONLY if \"Direct + Indirect + Color\" are all enabled, but then lighting gets baked in as well which is often not intended.\nThis leads to the situation that It doesn't look like there's a way right now to bake just color + alpha to a Color Attribute with alpha channel.\n\n- open the attached blend file: [BugDiffuseAlphaVertexBake.blend](BugDiffuseAlphaVertexBake.blend)\n- select the Cube\n- switch viewport to Eevee\n- make sure Render Engine is set to Cycles so things can be baked\n- in the Bake tab, click \"Bake\" with Bake Type=Diffuse and Contributions=[Color]\n- note the result doesn't have an alpha channel in vertex colors, it's just black\n\n- now, enable \"Direct\" + \"Indirect\" and Bake again\n- note the result has aloha channel BUT now looks incorrect as only diffuse was intended to be baked...\n\n\n- also note that neither \"Color + Direct\" nor \"Color + Indirect\" result in an alpha channel\n- both \"Direct\" only and \"Indirect\" only result in alpha channels but then the color can't be baked.",
"Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)",
"Breaking shader node changes for 4.0\nThere are a number of proposed changes to shader nodes that break the Python API, mainly for add-ons that import and export shaders.\n\nWe need to make a decision to either:\n* Make these breaking changes in 3.2 or 3.3, and then do them all together with good communication so scripts only need to be updated once.\n* Postpone all breaking changes to 4.0, and see which parts of these patches can be non-breaking. For example we could have new general Mix/Combine/Separate nodes in addition to the existing ones.\n\nPatches:\n* [x] [D14034: Geometry/Compositor/Shader/Texture Nodes: Add general Combine/Separate Color nodes](D14034)\n* [ ] [D14257: Shader Nodes: Changes to node UI and default values to improve consistency](D14257)\n* [ ] [D14202: UI (Shader/Compositor): Rename \"RGB\" input to \"Color\" input](D14202)\n* [ ] [D13749: Node: Mix node](D13749)\n* [ ] [D13359: Rename \"fac\" to \"factor\" across all nodes](D13359)\n* [ ] Use proper \"Brightness\" word in names",
"Using the alpha channel of an image texture corrupts RGB Channels in both EEVEE and cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nUsing the alpha channel of an image texture affects RGB Channels in both EEVEE and Cycles when connecting the alpha channel to another arbitrary node.\n\n\n- See attached .blend files for Eevee and for Cycles\n\n|Blender file that demonstrates that behavior in EEVEE:|The same behavior manifests itself a little differently in Cycles:\n| -- | -- |\n|[Plane_test_file_EEVEE.blend](Plane_test_file_EEVEE.blend)|[Plane_test_file_cycles.blend](https://archive.blender.org/developer/F12860576/Plane_test_file_cycles.blend)\n\n\nAs it seems connecting the alpha channel somehow unpremultiplies the image.\nAll images are stored as openexr, the image alpha is therefore set as premultiplied.",
"HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n",
"EXR output color options do not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen choosing OpenEXR or OpenEXR Multilayer output format we have options for BW | RGB | RGBA\n\n\n\nHowever EXR files are always written as RGBA no matter what, meaning there is not way to save a 3 channel RGB image without alpha or a single channel BW grayscale image.\n\nAnother related issue is the inconsistency in output options.\n\nAs mentioned above the render output does show BW | RGB | RGBA options:\n\n\nBut saving an image from the image editor only shows RGB | RGBA options\n\n\nThe same is true for the options available in the compositor File Output node\n\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\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",
"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",
"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\n2) In the material disconnect the alpha socket, now it should look different.\n\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent",
"Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n"
] | [
"Compositor - Export wrong 8bit premultiplied images.\nLinux Ubuntu 22.04\nNvidia 1070 ti \n\nBroken: 3.3\nWorked: \n\nHi! \nWe are trying to export maps to Unity.\nUnity uses mixed maps like metallic and smooth in 1 texture map.\nBlender changes the RGB values in 8 bits pictures.\n\nWe've tried mix the maps with the compositor using \"set alpha\", separate color, and finally with alpha connected in alpha viewer.\n\n\n\nThis is the Blender result:\n\n\nI've tried the same procedure in natron and It works fine:\n\n\nAnd finally we've done the same using Pillow in Python, and it works very well too.\n\n\nI wanna show you the comparison:\n\n\nWe've seen many people talking about it.\nMaybe I'm wrong, but we couldn't find the solution in blender. We tried!!!\nIs it a error? is it a Blender limitation? \n\nTHANKS A BUNCH!!\n"
] |
Crash when rendering smoke in cycles
Operating system: Windows 10
Graphics card: GTX 1070
Broken: 2.80, 4c31bed6b46, blender2.8, 2018-11-30
When I switch to Cycles and play my baked smoke simulation blender crashes immediately. Applied a few settings like high resolution, adaptive domain (see image).
Quick smoke -> see settings in image -> bake -> render view in Cycles

| [
"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",
"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",
"Cycles doesn't render smoke properly with adjusted clipping distances\nWindows 10 / AMD Radeon 6800 Series \nBroken: 2.79.1 1802d14\n\nI need to render a cross section of a smoke simulation. I set up the simulation and adjust the start/end clipping distances of the active camera to the desired values and in OpenGL viewport it works fine, renders exactly the cross section I want.  \nHowever, when I go into cycles and render it out, I get nothing: [*The second camera next to the active one is just for the convenience sake, mimicking the clipping values. Cycles behaves the same without it.*] \nI know that the materials are working fine because I can render it outside the camera's view: \nIf it helps, here's something else that I've found. When the end clipping distance goes beyond the Flow mesh (emitter) I get this weird result: \nAnd when it (end clipping distance) goes even outside the adaptive domain box, then it renders the smoke: \n[smoke.blend](smoke.blend)",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n",
"The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n",
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"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 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",
"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",
"Mantaflow - Bake not showing (when noise is used)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nEnabling Noise and then Baking Noise, the preview no longer shows. \n\nFrom Attached Blend\n\n\n - Bake Data\n - Play Animation (see preview)\n - Enable Noise\n - Bake Noise\n - Play Animation (No preview is shown)\n - Disable Noise \n - Play Animation (see preview)\n\n [smoke_noise.blend](smoke_noise.blend)\n",
"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.",
"No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo",
"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",
"Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)"
] | [
"Blender closes/crash on Rendering volumetrics with Cycles\nOperating system: Windows 10 64 bits\nGraphics card: 2x gtx 1070\n\nBroken: Latest Blender 2.8 beta\n\n\nBlender often crashes while rendering volumetrics with Cycles. This happens on a random fashion and with fairly simple scenes. The volumetrics in question are fire simulations. \n\nNo specific steps to reproduce the error. This often happens even at lower resolutions. "
] |
Blender closes/crash on Rendering volumetrics with Cycles
Operating system: Windows 10 64 bits
Graphics card: 2x gtx 1070
Broken: Latest Blender 2.8 beta
Blender often crashes while rendering volumetrics with Cycles. This happens on a random fashion and with fairly simple scenes. The volumetrics in question are fire simulations.
No specific steps to reproduce the error. This often happens even at lower resolutions. | [
"Cycles HIP rendered viewport crashes system/GPU on Linux with RDNA2 GPU\n Operating system: Fedora Linux Release 36 - Linux-5.18.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 6900 XT (sienna_cichlid, LLVM 14.0.0, DRM 3.46, 5.18.16-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.5\nROCm Version: rocm-5.2.0\n\nBroken: version: 3.2.2\nWorked: never\n\nWhen using HIP on AMD GPU together with Cycles GPU Rendering my entire system freezes when using the rendered viewport, and I have to hard-reset the PC. I think it's the GPU /GPU-driver that crashes. \nKernel messages from journalctl suggest amdgpu (kernel module?) crashing (see attached) [journalctl.txt](journalctl.txt)\n\nThe crash is not always immediate and might instead only happen after using the rendered viewport for a while or switching back and forth between textured and rendered a few times.\n\nRendering with F12 works fine and I have observed no other crashes as long as I don't use the rendered viewport.\n\nI have only started using blender a few days ago creating procedural textures in the node editor and using the rendered viewport all the time and the crash didn't happen once.\nNow that I started working with image-texture-based assets like in the attached .blend file this problem started happening.\nMaybe it's related with this issue: T97591\n\nCan I somehow get more detailed debug output from blender? The \"-d\" switch didn't generate much more relevant output.\n\nI could reliably reproduce the issue by following these steps [test.blend](test.blend)\n1) Open up two Blender instances with the attached .blend File loaded and have the viewport running in rendered mode\n2) move the viewport in the first instance to get it to \"refresh\"/re-render\n3) while the first instance is still working - move the viewport in the second instance - for me the System/GPU freeze/crash happens right there. \n\n--\nlet me know what info I can provide to help.\n\nThank you!",
"Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n",
"Crash 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",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n",
"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",
"Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n",
"Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n\n",
"Rendering errors with instanced volumes in cycles geometry nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0 Alpha\n\nRendering errors (and extremely slow rendering) occur in Cycles when instancing volumes using geometry nodes \n\nUsing the attached .blend, start rendering (either viewport or F12)\nFrom a startup file, add geometry nodes modifier to the cube, add \"instance on points\" node and \"volume cube\" node, attach input geometry to \"instance on points\"/points and attach Volume cube \"volume\" output to \"instance on points\"/instance.\n\n**More information**\nThis bug was re-creatable on a separate computer (vastly different specs), and does not seem to be localized to just this machine\nThe bug is achievable on both CPU and GPU compute, with both CUDA and OptiX for GPU, I was not able to test with HIP\n\n[volume-instance-bug.blend](volume-instance-bug.blend)\n",
"Eevee Volume Artifacting\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1\n\nI'm rendering some nebulae in Eevee and despite having 256 render samples, 256 volumetric samples and 128 volumetric shadow samples with 0.9 distribution and 2px tile size with proper start and end clipping distance both in camera and volume settings I'm getting really ugly flickering where the whole volume just artifacts which is really irritating. I'd love it if you could fix this issue in the upcoming blender release because even though I have a good computer it still takes 30 minutes to render the exact same scene in Cycles (where the issue is absent). watch?v=8ImqpM4zOEU\n\n[#101826.blend](T101826.blend)\n\n- Open file \n- Render animation\n\nIssue is visible after rendering ~10 frames when animation is inspected.\n\n",
"Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)",
"Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n",
"Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n",
"Physics: The default value for Format Volumes is nothing...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\n\nThe default value for Format Volumes is nothing...\nBlender will stop working if you try to let the Animation play. EDIT: Can no longer reproduce with Blender 3.0\n\nDo a Backspace (to reset to default) on \"Format Volume\"\n![2021-09-09 09_15_29-Blender_ [C__Users_raimund.klink_Downloads_adaptive bug2.blend].png](2021-09-09_09_15_29-Blender___C__Users_raimund.klink_Downloads_adaptive_bug2.blend_.png)\n[happy_little_bug.blend](happy_little_bug.blend)\n\n",
"Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n"
] | [
"Crash when rendering smoke in cycles\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nWhen I switch to Cycles and play my baked smoke simulation blender crashes immediately. Applied a few settings like high resolution, adaptive domain (see image).\n\nQuick smoke -> see settings in image -> bake -> render view in Cycles\n\n"
] |
Blender Crash when going to edit mode with display type "bounds" or "wire"
Broken: version: 2.90.0 Alpha
Blender crashes when going to edit mode with display type "bounds" or "wire".
Select the default cube, set its viewport display as bounds or wire then go into edit mode. Blender should crash.
| [
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"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.",
"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.",
"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 Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n",
"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",
"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",
"Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n",
"Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n",
"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. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n",
"Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n",
"EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n"
] | [
"Crash in weight paint mode with Material Preview and Display As Wireframe\nOperating system: Linux-4.15.0-111-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: version: 2.83.2\n\nA combination of weight painting mode, Display As -> Wire, and Material Preview (or Rendered mode under Eevee) causes a segfault.\n\n1. Start with the default cube\n2. Switch to Weight Paint mode\n3. Set cube's Object Properties -> Viewport Display -> Display As -> Wire\n4. Switch to Material Preview\n5. Segmentation fault\n\nRendered view under Eevee also crashes, though Rendered view under Cycles works okay.\n",
"Crash when switching to Edit mode on a mesh with viewport display set to \"Bounds\"\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83\n\nBlender crashes when switching to edit mode on a mesh with viewport display set to Bounds or to Wire\n\nStarting with the default scene:\n1) Set the default cube viewport display to \"Bounds\"\n2) Tab into Edit mode.\n3) Crash.\n\n",
"Crash when entering edit mode on a mesh set to Viewport Display: Wire\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 446.14\n\nBroken: version: 2.90.0 Alpha\nWorked: d2b910fafe\n\nIf a mesh is set to Viewport Display = Wire then a crash will occur when trying to enter Edit mode for that mesh.\n\n[crash-wire-edit.blend](crash-wire-edit.blend)\n- Open the attached .blend OR start with default cube and set its Viewport Display to Wire\n- Tab to edit mode\n- Crash\n\nCrash text file\n```\n# Blender 2.90.0, Commit date: 2020-07-18 16:26, Hash b8601b64c7cb\nbpy.context.object.display_type = 'WIRE' # Property\nbpy.ops.object.editmode_toggle() # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6CECE7366\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000068\n\n\nStack trace:\nblender.exe :0x00007FF6CECE7360 GPU_batch_vao_cache_clear\nblender.exe :0x00007FF6CECE6E20 GPU_batch_elembuf_set\nblender.exe :0x00007FF6CB38A230 extract_tris_finish\nblender.exe :0x00007FF6CB391700 extract_run\nblender.exe :0x00007FF6CB3919E0 extract_single_threaded_task_node_exec\ntbb.dll :0x00007FFA5BED51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF6CEDAC720 TaskNode::run\nblender.exe :0x00007FF6CEDABE80 tbb::flow::interface11::internal::function_body_leaf<tbb::flow::interface11::continue_msg,tbb::flow\nblender.exe :0x00007FF6CEDAC280 tbb::flow::interface11::internal::apply_body_task_bypass<tbb::flow::interface11::internal::continue\ntbb.dll :0x00007FFA5BEE37A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA5BEE37A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA5BED4210 tbb::interface7::internal::task_arena_base::internal_execute\nblender.exe :0x00007FF6CEDAC9D0 tbb::flow::interface10::graph::wait_for_all\nblender.exe :0x00007FF6CB33C640 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6CB33D800 DRW_draw_view\nblender.exe :0x00007FF6CB944E40 view3d_main_region_draw\nblender.exe :0x00007FF6CB56DB60 ED_region_do_draw\nblender.exe :0x00007FF6CB260840 wm_draw_window_offscreen\nblender.exe :0x00007FF6CB260670 wm_draw_window\nblender.exe :0x00007FF6CB260170 wm_draw_update\nblender.exe :0x00007FF6CB23D750 WM_main\nblender.exe :0x00007FF6CAFC1810 main\nblender.exe :0x00007FF6CF2A8BD8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA7B617BC0 BaseThreadInitThunk\nntdll.dll :0x00007FFA7B92CE30 RtlUserThreadStart\n```\n",
"Crash Entering Edit Mode\nOperating system: Win7 and Win10 64 Bits\nGraphics card: Intel HD 500 and GTX 1070\n\nBroken: version: 2.90.0 Alpha\n\nCrash entering edit mode. This corupted mesh is produced by some script, but still its interesting how its crashing blender.\n[edit_mode_crash.blend](edit_mode_crash.blend)\n\nopen provided file and enter edit mode\n",
"Entering Edit Mode when Viewport Display set as Wire or Bounds leads to crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.2\n\nEntering Edit Mode when Viewport Display set as Wire or Bounds leads to the instant crash\n\n1. Create a scene\n2. Select the Cube, set Viewport Display in the Object Properties to WIre or Bounds\n3. Press Tab.\n\n\n",
"Switching to edit mode on mesh object with viewport display \"wire\" or \"bounds\" causes crash.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\nWorked: I haven't been in blender non-alpha for a very long time. I also thought to check this on every commit to master.\n\nSwitching to edit mode on mesh object with viewport display \"wire\" or \"bounds\" causes crash.\n\nJust using the default scene with default cube.\nChange the viewport display to a \"non-solid\" mode: wire or bounds\nAttempt to tab into edit mode.\n\nYou can switch to wire or bound while in edit mode already, but once you tab out and then back in, a crash ensues.\n\n"
] |
Entering Edit mode cause wrong colouring overlay while still
MacBook Pro - macOS High Sierra
Intel HD Graphics 3000 384MB
blender-2.80.0-git20181204.1b6a394d862-x86_64
Entering EDIT mode causes an atypical colour overlay (cyan to black gradient) for each face, while the camera is moving, renders normal.
[blender-bug-280beta.mov](blender-bug-280beta.mov) | [
"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",
"Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium",
"Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n",
"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 ",
"Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n",
"Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n",
"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\n\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",
"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)",
"Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)",
"Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !",
"weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n",
"Blender Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.",
"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",
"OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n\n\n\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.",
"Color Filter: Sliding UI\n# Issue\n\nCurrently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.\nClick and drag from left to right will have a positive effect and from right to left the inverse effect.\n\nThe exact behaviour is very hard to understand and no information on the actual strength is given in the UI.\nSo we should add a UI element to give additional information.\n\n# Solution\n\nLuckily [D9314](D9314) and [D9054](D9054) already implemented such a UI element and modal keymap that could be reused for the Filters.\nSo when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.\nUnlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.\nThe shortcuts `E` for overshoot, `Ctrl` for increments and `Shift` for precision should also be included.\n\nThe capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press `E` to overshoot the range."
] | [
"Visualization problems in 3D view with macbook air 2012\nOperating system: Mac IOS High Sierra\nGraphics card: Intel HD Graphics 3000 384 MB\nMacbook Ait i7 with 4GB RAM\n\nBroken: 2.80, b0dee09a6d55, blender2.8, 2019-12-20, as found on the splash screen)\n\nI think that the problem is the graphic card. This is my third computer. For job I use a powerful Windows PC. I have also an iMac i5 (Blender 2.8 is working) and this one.\nProblems::\n- In Object Mode, in LockDev, the white shader is dark grey (white standard material with Principled BSDF node);\n- In Edit Mode, in any visualization, the mesh is showed with strange colors (cyan...).\nSee pictures in attachment.\n\n\n\n\n\nAlways in 3D View.",
"edit mode behaving strange\nOperating system: mac os sierra 10.12.06\nGraphics card: intel HD 3000 512mb\n\n blender-2.80.0-git20181225.6d89337257b6-x86_64\n\n**When tryng to choose a vertex in edit mode and being using just a standart cube it's difficult to choose a vertex. Because it turn into a green and red colorfilter over the whole object.**\n\nI have older version of blender installed and there isn't this problem.\n\n",
"Buggy look in vertex edit mode\n\n\nOperating system: Mac OsX 10.13.6 High Sierra 64\nGraphics card: Intel HD Graphics 3000 512 MB\n\nBroken:\n2.80, 6871402614f, blender2.8, 2018-12-11,\nWorked: 2.79b\n\nStrange coverage of tris in edit mode / vertex edit.\n\nJust press tab or enter edit mode, via menu, with any mesh selected and the front tris are strangely colored, hiding the back mesh (attached .png file). In any shading mode. It gets regular when I rotate the view (mmb) and gets back on release of mmb. Don't occur in edge or face select modes.\n\nThx\nPedro",
"Severe artifacts in edit mode\nOperating system: Mac OS 10.13.6\nGraphics card: Intel HD 3000\n\nBroken: 2.80, 4c5e76025dB3\n\nIn edit mode, severe artifacts are shown, regardless of the render mode or model. It even happens with the default cube. The artifacts do not show while moving the viewport camera.\n\nStart Blender and press tab to enter edit mode.",
"Object Rendered incorrectly in Vertex Select Edit Mode\n[system-info.txt](system-info.txt)\n\n\n\nIn edit mode when selecting vertices, the object is drawn incorrectly (see GIF). Each triangle is drawn with a cyan to black gradient with an additive black to red gradient that seems to represent depth. It goes away when you rotate the object or switch to Edge or Face Select. "
] |
Instant crash going to material preview mode
Operating system: Linux-4.15.0-88-generic-x86_64-with-debian-buster-sid 64 Bits
Graphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.0.0-devel - padoka PPA
Broken: version: 2.83 (sub 5)
Worked: (optional)
Enter material preview mode > crash
Solid and Rendered mode works fine
Open blender > enter material preview kode
| [
"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",
"Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n",
"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",
"Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n",
"Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)",
"Blender 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 adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"Blender 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",
"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 Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab",
"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",
"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",
"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.",
"Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n",
"Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!"
] | [
"Crashes when selecting Material Properties tab.\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.83 (sub 4)\nWorked: (optional)\n\nCrashes when selecting default cube and then selecting Material Properties tab.\n\nOpen Blender. Close splash screen. Default cube is already selected. Select Material Properties tab. Wait a few seconds, crash. Mac Pro late 2013.\n\n",
"Using the colorchooser crashes blender\nOperating system: Windows-10 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13586 Core Profile Context 19.12.2 26.20.15002.61\n\nBroken: version: 2.83 (sub 5)\n\n**Worked**: version: 2.83 (sub 4)\n\n\nUsing the colorchooser crashes blender\n\n\n\n - Open a default scene\n - Open Material Properties editor\n - Try to use a colorchooser\n\nAnimated Gif demonstrating the crash, click to view:\n\n\n**EDIT:**\n\nblender_debug_output log reported an access violation (EXCEPTION_ACCESS_VIOLATION) in atio6axx.dll\n\nUpdated Drivers to latest version:\n - Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13586 Core Profile Context 20.1.3 26.20.15015.1007\n\nStill crashing\n\n\n"
] |
Viewport Shading and Eevee Render doesnt working
Operating system: Windows 10-10.0.19042 64 Bits
Graphics card: Radeon RX 580
Broken: 2.91.0
Worked: -
I'm set up default settings in blender and go to viewport shading (Material Preview), but saw this (Its also not working in Cycles)

I change it to viewport shading (Rendered) and saw this(But this working normal in cycles)

I tried render it and got this image (Also working normally in cycles)

Its worked normally, but once upon time my blender crushed, on display i see strange artifacts, but after restart they gone and all working normally exept blender
Find the problem, just need on this  in render properties | [
"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)",
"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",
"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)",
"Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n\nEevee:\n\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)",
"Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)",
"Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n",
"Render artifacts in Cycles with multi material with sss combined with glass or transparent \nOperating system:\nGraphics card: rtx 2080 TI\n[Bug_joined_object_sss_and_transparency_01.blend](Bug_joined_object_sss_and_transparency_01.blend)\n\nBlender version 3.0 stable\nRender artifacts in Cycles when rendering a multi material mesh with sss combined with glass or transparent shader. the transparent shader is shadowing the sss part of the model. this is not the case when the shaders are also separated in to two different objects. \n\nCreate two boxes assign a sss shader to one and transparent shader to the other. render in viewport. It works as supposed to. Now join the two objects in to one mesh. Render and see the \"shadow\" artifacts. or see attached file",
"Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n",
"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",
"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)",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n",
"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.",
"Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n",
"Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n\n[black_bg.blend](black_bg.blend)\n\n\n",
"Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n"
] | [
"Material Preview and Render View bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R7 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n\nBroken: version: 2.91.0\nWorked: version 2.82a (stopped working on this, but tired updating to see if that fixed it)\n\nWhenever I try to view a model in material preview or rendered view, the model's texture begins to glitch and not show the colours and just goes invisible from the looks of it.\n\n\n\nI am unsure as to what has caused this bug to occur since It has just randomly started happening on all blender files, even ones that were working before. \n\n"
] |
Shadowcatcher produces transparent shadow if image used in material
Operating system: Linux-6.1.8-arch1-1-x86_64-with-glibc2.36 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.85.05
Broken: version: 3.5.0 Alpha
Same in 3.4
Shadowcatcher produces transparent shadow if image used in material (logo for example).
I am expecting at least opaque same as rest material shadows (will be also nice to get color reflections) . Instead there are transparency in place of the logo.
I can see this is true only when floor material has reflection so maybe it's not a shadow bug.
Sample file included.

[shadow_transparent.blend](shadow_transparent.blend)
| [
"GP transparent layer doesn't blend with background object \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n\n\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.",
"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)",
"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",
"Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n|  |  |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.",
"Multiscatter GGX produces large difference in refraction brightness compared to GGX\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Principled BSDF (transparency=1) or the Glass BSDF with Multiscatter GGX the shader converges to a different result than GGX or Beckman. The difference is especially visible at Suzanne's right eye in the images below.\n\n|||\n| -- | -- |\n|Multiscatter GGX|GGX|\n\n[#96606 - Multiscatter brightness difference.blend](T96606_-_Multiscatter_brightness_difference.blend)\nSwitch between the Multiscatter GGX and GGX or Beckmann to see the difference. GGX and Beckmann converge to the same result. The difference is especially visible at Suzanne's right eye.\n\nThank you and have a great day!\n",
"Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: \n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n",
"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)",
"Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n",
"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",
"Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here \n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n",
"Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n \n\nCPU:\n\n\nCPU+GPU:\n\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n",
"Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n",
"Eeevee SSS Artifacts with Subsurface Translucency on\nOperating system: MacOS 10.15.2\nGraphics card: AMD Radeon Pro 5500M 8 GB\nBut it's worth noting I've also seen this on Windows machines with Nvidia cards.\n\n\nBroken:2.81a (release), also broken in 2.82 latest alpha (December 25)\n2.80 seems to have a similar problem, but it looks a little different and maybe not as extreme (though I haven't tested in all lighting situations)\n\nWhen working with high contrast lighting setups, materials with SSS and subsurface translucency turned on generate artifacts that look a little like banding. This can be reduced to some degree by raising the shadow cube size, but I've yet to see it disappear entirely. This is especially frustrating since these are the exact kinds of lighting conditions that can make SSS really shine. \n\nYou can get this by setting up a material with SSS, scaling down the SSS scale, turning on subsurface translucency, turning off or lowering the environment lighting, then lighting the object with the material from the size. It can be finicky to get it to occur sometimes depending on your model and settings, but I've encountered it in a number of ordinary situations\n\nProbably the easiest way to reproduce it is to just load up the attached blender file and hit render or turn on the viewport\n\n\n[mnkysss.blend](mnkysss.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Multiscatter GGX Glass Shader - In a certain range of roughnesses, specular reflections darken/disappear.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Glass and Glossy BSDF with Multiscatter GGX and a roughness of around 0.02 the specular reflection somehow breaks, which is visible as excessive darkening.\n\nIn the images below, I have applied a gradient roughness texture starting at 0 at the top and 1 at the bottom. As you can see in the Multiscatter GGX there is a dark \"seam\" near the top of image that isn't present with GGX and probably shouldn't be there.\n\n|||\n| -- | -- |\n|Multiscatter GGX|GGX|\n\n[Multitest.blend](Multitest.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there is a sudden dip at a roughness value of around 0.02. It is also visible without the gradient when simply entering values of around 0.02 into the roughness input.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\nEdit: The same problem has been found with the Glossy BSDF. \n\nThank you and have a great day!",
"Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n"
] | [
"Color Shadow Catcher with Cycles\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.1\n\nIf I have nodes to have color in the shadow and I activate Shadow Catcher in the (Object Properties>Visibility) it keeps the reflection with color in the object but it does not keep the color of the shadow.\n\n1. I open Blender, add a plane and place a material to the cube and the plane.\n2. To have shadow color I place the following nodes to the cube:\n- Light Path\n- Principled BSDF\n- Transparent BSDF (I put a color)\nThese nodes I connect to a Mix Shader.\n3. I set up Cycles Render and in the Active Cube\nShadow Catcher.\n[Color Shadow Catcher Cycles.blend](Color_Shadow_Catcher_Cycles.blend)\n[2022-08-29 23-34-23.mp4](2022-08-29_23-34-23.mp4)\n\n\n"
] |
Crash when applying modifiers to a beveled curve
Operating system: MacOS 10.14.5
Graphics card: Radeon Pro Vega 16
Broken: 2.8 (2019-06-18)
1. Add a curve
2. Bevel it (using Geometry -> Bevel -> Depth)
3. Try to add a modifier like Cast
4. Boom! | [
"Bevel modifier with many segments sometimes generates spikes\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83.0\n\nif a bevel modifier and a mirror modifier are added to an object,\na render error appears only in the mirrored object, depending on the number of bevel segments chosen.\nin the file appended, the glitch disappears as soon as the bevel modifier is applied.\n\n- Open attached file\n- increase or decrease the number of bevel segments until the error occurs.\nIt should be visible in the attached .blend file (the spike)\n\n[bevel_spikes.blend](bevel_spikes.blend)\n\n",
"Adjust modifier values when using \"Apply scale\"\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nWhen using \"Apply scale\", the modifier values are not adjusted if the object scale is not [1,1,1]. I would like to suggest that the operator \"Apply scale\" iterates through all modifiers of the selected objects and adjusts all values related to scale\n\nFor example\nBevel modifier - Amount\nDisplace - Strength\nData transfer - max distance, ray radius\nUV project - Scale X, Scale Y, \netc\n\n---\n\nCurrent behaviour\n{[F9849514](image.png), height = 700}\n\n---\n\nDesired behaviour\n{[F9849529](image.png), height = 700}\n\n---\n\nsuggested Operator mockup\n\n{[F9852183](image.png), height = 300}",
"Error \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" when attempting to use custom_profile keyword in bmesh.ops.bevel\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\nWorked: No previous working version known\n\nTried to call bmesh.ops.bevel with custom_profile keyword argument. Got \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" error.\n\n\nOpen the attached blend file.\nGo to the Scripting workspace\nCopy the text in the Text editor\nPaste it to the python console.\n[bmesh bevel bug.blend](bmesh_bevel_bug.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",
"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",
"Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n|  |  |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n",
"Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n",
"Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)",
"Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n\n\n",
"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.",
"can't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 397.93\n\nBroken: version: 3.1.0 Alpha\n\ncan't use boolean modifier to mask out Geometry Node text, bleed text & flickering in some frames.\n\nin frame 139, 148, 149, 306, 353 text bleed out of mask_text box Boolean object\n\n[2021_Ecard_1920x976_23d.blend](2021_Ecard_1920x976_23d.blend)\n\n[2021_Ecard_1920x976_23d0001-0420.mp4](2021_Ecard_1920x976_23d0001-0420.mp4)\n\nThanks for your help!",
"Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n",
"Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\nWorked: in Blender 2.92\n\nStrange artifacts using 3D sectioning using Boolean modifier - Intersect (see sectioning animation issues below)\n\nExpected behavior:\n3D slice working correctly in Blender 2.92 (to view internal section of object)\n```\n-Create Mesh Plane (larger than object)\n-Select Plane - Add Boolean Modifier \n\tOptions - Intersect\n\tObject - STL or Object\n\tSolver - Exact\n\n```\n\n\nActual behavior:\n3D slice issues using Blender 2.93 beta (to view internal section of object)\n1) Not showing object as a 3D section like in 2.92 (see animation above)\n2) Artifacts Showing up when moving cutting plane back and forth (see animation below) \n\n\n\n\nIn the blend file, move the `Plane_xy` along the z axis, or move the `Plane_xz` along the y axis.\n[section.blend](section.blend)\n\n",
"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.",
"Curves edit mode extend/extrude operator\nTo replace the extrude operator in the legacy curve edit mode.\n\nOne potential simplification is only allowing extrusion from the end points. But for a final implementation that covers all use cases, extruding from curve midpoints is probably necessary.\n\n"
] | [
"Crashes while enterting edit mode for joined bezier curves\nOperating system: Windows 10 x64\nGraphics card: Nvidia GTX 1060\n\nBroken: 2.80, d30f72dfd8ac, 2019-06-19\n\nBLENDER CRASHES. Open the attached sample file and press TAB while bezier curve object \"UtilityTowerArms\" is selected to enter edit mode. The result is Blender crashes. The expected result is that it doesn't crash.\n\n[Composite pile 3D scene 2-8.blend](Composite_pile_3D_scene_2-8.blend)",
"Crash after add a mirror modifier to a beveled bezier curve\nOperating system: Win10 Home 64bit\nGraphics card: Geforce 410m\n\nblender-2.80-e73647bf5b44-win64\n\n1. Add a bezier curve and bevel it with the geometry options\n2. add a mirror modifier to the curve\n3. make a random action in blender\n3. crash\n\n",
"Trying to edit a bezier curve with solidify and bevel modifiers causes instant crash\n*{[F7429475](Curve_Bug.blend)}*System Information**\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24\n[system-info.txt](system-info.txt)\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nTrying to edit a bezier curve with solidify and bevel modifiers causes instant crash, I don't know if it also happens with other modifiers.\n\nJust add a bezier curve and add solidify and bevel to it, then try to edit the curve in edit mode.\n\n",
"Blender crashes on Screw Modifier\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 353.30\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBlender will crash when Screw modifier was made from a Bezier-Spline and then Modeling mode is entered.\n\nAdd->Curve->Bezier\nAdd Modifier->Screw\nchange Axis to x\nEnter Modeling mode\nBlender will crash\n\n\nIn the previous version (2019-06-07 23:24) this was no problem.",
"Crash when add a any modifier to a curve\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nCrash when add a any modifier to a curve,curve need have face, bevel or extrude.\n\n\n1) Add a curve and extrude size.\n2)Add subdivision/array/mirror...\n3)Crash~~\n\n"
] |
BLI_assert fails when applying camera image on mesh with subdivision modifier.
Operating system:
Ubuntu eoan
Graphics card:
Nvidia GeForce GTX 760
Broken:
2.90.0 alpha ,61fa710aa3442, master, 2020-06-23
Worked:
Don't know, as I don't have a debug build of earlier versions available here.
When applying a camera image (with 'apply camera image') on a mesh with the subdivision surface modifier, an assert fails.
- Debug build of blender
- default startup
- add background image to camera (any image will do)
- add a subdivision surface modifier to the cube
- add a material to the cube with an image texture for the Base Color
- go to texture paint mode
- options->apply camera image
result:
BLI_assert failed: ~/blender-git/blender/source/blender/blenkernel/intern/DerivedMesh.c:896, mesh_calc_modifiers(), at '(mesh_input->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0'
[BLI_assert_failed_on_apply_camera_image_with_subsurf_mesh.blend](BLI_assert_failed_on_apply_camera_image_with_subsurf_mesh.blend)
I attached a blend file set up to trigger the crash with the cube prepared with a material and and image packed to test it with. | [
"Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n",
"File thumbnails don't always show rendered result\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\nBlender doesn't save previews that look as the eevee (or cycles) render when using a camera.\n\nUse a file with a camera, save while rendered mode is on, and it will look like workbench mode.\nDelete the camera, it will save as the mode is displayed and will do as rendered if that's what you have.",
"Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.",
"Text object dupli renders incorrectly due to missing depsgraph relations\nOperating system: Linux-5.10.96-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.0.1\nnote - the (modified) in there is because I commented out some annoying warning messages. The bug occurs in 3.01 un-modified. In fact, it occurs in 2.93, too!\nWorked: No idea. My guess is that it has not ever worked.\n\nBlender crashes when attempting to render Object Font text in Cycles if the font object is in an excluded view-layer (or is otherwise not visible in the render. It looks like simply clicking the camera to hide it in the render will also trigger the crash).\nFor now, it is easy to work around the issue by simply placing the font object somewhere in the scene where it won't be visible to the camera. \n\nEdit: it no longer crashes, but still renders with the wrong material and missing modifiers.\n\n- Open .blend file\n- Change render engine to Cycles\n- Switch to render preview\n[text_bug.blend](text_bug.blend)\n\n```lines=10\n# Blender 2.93.7, Commit date: 2021-12-07 14:43, Hash fb762eedbe85\nFile written by newer Blender binary (300.42), expect loss of data! # Error\nbpy.context.scene.exclude = False # Property\nbpy.data.objects[\"Cube-A\"].hide_render = True # Property\nbpy.ops.object.camera_add(enter_editmode=False, align='VIEW', location=(11.5822, 6.07443, 2.81362), rotation=(1.25533, 0.0140188, 0.598586), scale=(1, 1, 1)) # Operator\n\n# backtrace\nblender2.93(BLI_system_backtrace+0x33) [0xb0265b3]\nblender2.93() [0xf84231]\n/usr/lib/libc.so.6(+0x3cda0) [0x7fd276e87da0]\nblender2.93(_ZN3ccl6Shader8tag_usedEPNS_5SceneE+0) [0x31413c0]\nblender2.93(_ZN3ccl11BlenderSync17find_used_shadersERN2BL6ObjectE+0x211) [0x276a821]\nblender2.93(_ZN3ccl11BlenderSync13sync_geometryERN2BL9DepsgraphERNS1_6ObjectES5_bbPNS_8TaskPoolE+0xf7) [0x276aac7]\nblender2.93(_ZN3ccl11BlenderSync11sync_objectERN2BL9DepsgraphERNS1_9ViewLayerERNS1_23DepsgraphObjectInstanceEfbbRNS_20BlenderObjectCullingEPbPNS_8TaskPoolE+0x83e) [0x274367e]\nblender2.93(_ZN3ccl11BlenderSync12sync_objectsERN2BL9DepsgraphERNS1_11SpaceView3DEf+0x4c2) [0x27456c2]\nblender2.93(_ZN3ccl11BlenderSync9sync_dataERN2BL14RenderSettingsERNS1_9DepsgraphERNS1_11SpaceView3DERNS1_6ObjectEiiPPv+0x1a0) [0x2734520]\nblender2.93(_ZN3ccl14BlenderSession6renderERN2BL9DepsgraphE+0xc0e) [0x272984e]\nblender2.93() [0x132c995]\nblender2.93() [0x271eb69]\nblender2.93() [0x9096df4]\nblender2.93(_PyObject_MakeTpCall+0x90) [0x9058b10]\nblender2.93(_PyEval_EvalFrameDefault+0x8f40) [0xf80500]\nblender2.93() [0xf7665b]\nblender2.93(_PyEval_EvalFrameDefault+0x661d) [0xf7dbdd]\nblender2.93() [0xf7665b]\nblender2.93(PyVectorcall_Call+0x5f) [0x905856f]\nblender2.93() [0x190fb5d]\nblender2.93() [0x1869ab0]\nblender2.93() [0x8a5dbe0]\nblender2.93(RE_engine_render+0x214) [0x8a5e804]\nblender2.93() [0x8a62447]\nblender2.93() [0x8a65708]\nblender2.93(RE_RenderFrame+0xe3) [0x8a65e13]\nblender2.93() [0x2708994]\nblender2.93() [0x13472f2]\n/usr/lib/libpthread.so.0(+0x9259) [0x7fd277411259]\n/usr/lib/libc.so.6(clone+0x43) [0x7fd276f495e3]\n\n# Python backtrace\n File \"/all-users/blender-git/build_linux_2.93/bin/2.93/scripts/addons/cycles/engine.py\", line 177 in render\n File \"/all-users/blender-git/build_linux_2.93/bin/2.93/scripts/addons/cycles/__init__.py\", line 85 in render\n```\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\n\nWith a perspective camera, the bump map looks as expected:\n\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",
"Camera Field of View Modal Operator Error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.5\n\nThe Modal Operator that changes the camera's Field of View displays the wrong value.\n\n1. Open Blender, select the Camera, and change Lens Unit to Field of View.\n2. Right click in 3D View and select Camera Lens Angle\n3. Move the mouse around, and notice that the value in the top left corner does not match the current field of view.\n",
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n\n\n[crash.blend](crash.blend)\n\n\n",
"Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n",
"Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n\n\n\n\n",
"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",
"Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)",
"Geometry Nodes/Curve to Mesh: BLI_ASSERT_UNIT_V3 failure for curve normals in `math_rotation.cc#rotate_direction_around_axis` when using Minimum Twist \nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-14, hash: `rBUnknown`\nWorked:?\n\nWhile debugging and testing changes in `curve_to_mesh_convert.cc`, I came across a `BLI_ASSERT_UNIT_V3` failure for curve normals in `math_rotation.cc#rotate_direction_around_axis`.\n\n```\nRead blend: /tmp/rotate_direction_around_axis_normalize_bug.blend\nBLI_assert failed: source/blender/blenlib/intern/math_rotation.cc:16, rotate_direction_around_axis(), at '!(fabsf(_test_unit - 1.0f) >= 0.0002f) || !(fabsf(_test_unit) >= 0.0002f)'\nAbort trap: 6\n```\n\n`rotate_direction_around_axis` is called from `CurvesGeometry::evaluated_normals()... curves::poly::calculate_normals_minimum()` when using `Minimum Twist` (no assert failure in `Z-up` mode). No apparent negative effect when tested with non debug release. It seems to be due to the fact that `curve_geometry.cc#rotate_direction_around_axis()` does not normalize its returned value. It happens on a fairly big curve with ~200k control points that I created to test curve_to_mesh performance. \n\nFull backtrace:\n[rotate_direction_around_axis_normal_assertion_failure.txt](rotate_direction_around_axis_normal_assertion_failure.txt)\n\n**How to reproduce:**\nStart Blender (compiled in debug mode) from command line to see standard output, open the test file and switch the Set Curve Normal to \"Minimum Twist\". `BLI_assert` message should appear on the standard output.\n\ntest file:\n[rotate_direction_around_axis_normalize_bug.blend](rotate_direction_around_axis_normalize_bug.blend)\n\n**Suggested change:**\n\nNormalize the result of `rotate_direction_around_axis`:\n\n```\nlang=diff\ndiff --git a/source/blender/blenlib/intern/math_rotation.cc b/source/blender/blenlib/intern/math_rotation.cc\nindex 454862c8d18..92eb7832eb8 100644\n--- a/source/blender/blenlib/intern/math_rotation.cc\n+++ b/source/blender/blenlib/intern/math_rotation.cc\n@@ -20,7 +20,7 @@ float3 rotate_direction_around_axis(const float3 &direction, const float3 &axis,\n const float3 diff = direction - axis_scaled;\n const float3 cross = math::cross(axis, diff);\n \n- return axis_scaled + diff * std::cos(angle) + cross * std::sin(angle);\n+ return math::normalize(axis_scaled + diff * std::cos(angle) + cross * std::sin(angle));\n }\n \n float3 rotate_around_axis(const float3 &vector,\n```\n",
"bevel modifier shading error\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nHarden Normals option inside the Bevel Modifier, generates shading error.\n\nOpen the file to check it.\n\n\n[bevel.blend](bevel.blend)"
] | [
"Wrong result when projecting texture from camera on object with modifier.\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.8x range, 2.91.0 Alpha\nWorked: N/A\nI want to project a texture from the camera on an object with a mirror modifier. To do this I make sure the UV map is confined to the left half of UV space and set 'Offset U' in the mirror modifier to .5. When I project the texture from the camera in 2.83 I get a stippled result, mostly correct with black stipples. \n\nI tried to reproduce the bug in my 2.91 alpha git debug build to investigate some more, but when trying the project in that version I get a crash (assert failed)\n\n\n**Exact steps for others to reproduce the error**[bug-texture-project-mirror-mod.blend](bug-texture-project-mirror-mod.blend)\n\n(you can skip these steps if you use the attached .blend)\n- delete the left face of the default cube.\n- move the cube 1 to the right.\n- set the object origin to the world origin\n- add a mirror modifier, change 'Offset U' to .5 (in 'data')\n- generate an UV map (smart uv project or whatever)\n- got to the UV editing tab and scale the UV map with .5 in the X direction, making sure it is confined to the left half of the UV space.\n- click the camera object and add a background image\n(steps up to now lead to the attached .blend)\n\n- Go to texture paint mode\n- Do 'Apply camera image' (it's in the 'options' menu at the top right of the 3d view) and choose the loaded image.\n- crash (or wrong stippled result in 2.83)\n\n\n```\nBLI_assert failed: blender/source/blender/blenkernel/intern/DerivedMesh.c:891, mesh_calc_modifiers(), at '(mesh_input->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0'\n\n**backtrace of the crash**\n\n- 0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50\n- 1 0x00007ffff77e0859 in __GI_abort () at abort.c:79\n- 2 0x000000000c225e2c in _BLI_assert_abort () at blender/source/blender/blenlib/intern/BLI_assert.c:50\n- 3 0x00000000034c4eaa in mesh_calc_modifiers (depsgraph=0x7ffff1374908, scene=0x7ffff617fc08, ob=0x7ffff70d4a08, useDeform=1, need_mapping=false, dataMask=0x7fffffffaeb0, index=-1, use_cache=false,\nallow_shared_mesh=false, r_deform=0x0, r_final=0x7fffffffae50) at blender/source/blender/blenkernel/intern/DerivedMesh.c:891\n#4 0x00000000034c89a1 in mesh_create_eval_final_render (depsgraph=0x7ffff1374908, scene=0x7ffff617fc08, ob=0x7ffff70d4a08, dataMask=0x7fffffffaeb0) at blender/sou\nrce/blender/blenkernel/intern/DerivedMesh.c:1995\n#5 0x00000000041401a8 in proj_paint_state_mesh_eval_init (C=0x7ffff7053c08, ps=0x7fffffffaff0) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c\n:4040\n#6 0x0000000004141734 in project_paint_begin (C=0x7ffff7053c08, ps=0x7fffffffaff0, is_multi_view=false, symmetry_flag=0 '\\000') at blender/source/blender/editors/\nsculpt_paint/paint_image_proj.c:4485\n#7 0x00000000041466ad in texture_paint_camera_project_exec (C=0x7ffff7053c08, op=0x7fffbb5d8008) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c\n:6118\n#8 0x00000000035eb6d6 in wm_operator_invoke (C=0x7ffff7053c08, ot=0x7ffff154ee48, event=0x0, properties=0x7fffffffd510, reports=0x0, poll_only=false, use_last_properties=true) at /home/martijn/p\nrogs/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1308\n#9 0x00000000035ebebb in wm_operator_call_internal (C=0x7ffff7053c08, ot=0x7ffff154ee48, properties=0x7fffffffd510, reports=0x0, context=6, poll_only=false, event=0x0) at /home/martijn/progs/ble\nnder-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1544\n#10 0x00000000035ebf56 in WM_operator_name_call_ptr (C=0x7ffff7053c08, ot=0x7ffff154ee48, context=6, properties=0x7fffffffd510) at blender/source/blender/windowman\nager/intern/wm_event_system.c:1558\n- 11 0x000000000428f65e in ui_apply_but_funcs_after (C=0x7ffff7053c08) at blender/source/blender/editors/interface/interface_handlers.c:904\n- 12 0x00000000042aaae6 in ui_popup_handler (C=0x7ffff7053c08, event=0x7fffbb845788, userdata=0x7ffff06ec3c8) at blender/source/blender/editors/interface/interface_\nhandlers.c:10913\n#13 0x00000000035e9abf in wm_handler_ui_call (C=0x7ffff7053c08, handler=0x7fffbb7d9068, event=0x7fffbb845788, always_pass=0) at blender/source/blender/windowmanage\nr/intern/wm_event_system.c:634\n#14 0x00000000035ef4b7 in wm_handlers_do_intern (C=0x7ffff7053c08, event=0x7fffbb845788, handlers=0x7fffbb8b7f18) at blender/source/blender/windowmanager/intern/wm\n_event_system.c:2751\n#15 0x00000000035ef92e in wm_handlers_do (C=0x7ffff7053c08, event=0x7fffbb845788, handlers=0x7fffbb8b7f18) at blender/source/blender/windowmanager/intern/wm_event_\nsystem.c:2862\n- 16 0x00000000035f0cf8 in wm_event_do_handlers (C=0x7ffff7053c08) at blender/source/blender/windowmanager/intern/wm_event_system.c:3287\n- 17 0x00000000035e4b33 in WM_main (C=0x7ffff7053c08) at blender/source/blender/windowmanager/intern/wm.c:475\n#18 0x00000000031552f6 in main (argc=1, argv=0x7fffffffdc38) at blender/source/creator/creator.c:546\n\n\n```"
] |
Show weights + skin modfier cause crashing
Win10 64b , 8GB RAM, GTX 750 Ti
Broken: f4dc9f9d68b, b618c185cb7, 41ad845531b (basically everywhere from official to newest versions)
Worked: maybe never? did by accident
After activating "show weights" in edit mode blender crashes. In 2,8 it crash (sometimes) when i activate and than deactivate "vertex group weight" in overlays. (Same function?)
[bug.blend](bug.blend)
- one bug.blend file (mesh in edit mode with skin modifier)
- in "N" panel/mesh display click on "Show Weights"
- crash
| [
"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.",
"MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n\n\n",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"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)",
"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.",
"Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n\n\n",
"Skin modifier root on every vert\nOperating system: win10\n\nBroken: (2.79b, 2.82)\n\nSingle vert is screwed into spiral via Screw modifier. Skin modifier treats every vert as root, ending up with bad polygon flow.\nLeft is object with modifiers, right is applied version to see issue clearly:\n\n\n1. Use single vert with offset from origin to create spiral via Screw modifier\n2. Put Curve modifier on it\n3. Add Skin modifier\n4. Apply every modifier before Skin\n5. Enter edit mode and see many roots\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n\nIn attached file:\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n[screw_skin_root.blend](screw_skin_root.blend)\n",
"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).",
"Sculpt: Paint tool cavity custom curve crash\nOperating system: Windows 10\nGraphics card: NVDIA RTX 2060 Super\n\nBroken: 3.4, 3.5\n\nSteps to reproduce the issue:\n - Switch to Sculpt Mode or open default sculpting template file\n - Choose the Paint Tool\n - Click on Brush dropdown\n - Enable Cavity by clicking on Advanced >> Cavity in the \"Brush\" dropdown\n # Enable Custom Curve under Advanced >> Cavity in the \"Brush\" dropdown\n\n\n\nResult:\nNo **Custom Curve** is shown as in other Sculpting Tools & after trying to paint with the **Paint** tool setup this way blender instantly crashes.",
"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)",
"Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n",
"Blender crashes: 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",
"Bone selection icon could be added next to Face and Vertex Selection in Weight Paint mode\nHello. I want to suggest to add a Bone Selection icon in weight paint mode by side the face and vertex selection modes. It intents to be a better feedback on what selection mode the artist is using. Now it is like having only face and edge selection icons for mesh editing but not vertex because it is the \"default\" tool. I know the bone selection is not a mask tool like the face and vertex selection, but, at the end, all 3 are just selection modes for the artist workflow.\n\nCheerios\n\n",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n"
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"Generative modifiers in editmode display vertex group weights incorrectly (or assert)\nFedora 28, 970m, 396.45 drivers\n\nBroken: 547d31c8da\nWorked: 2.79\n\nAny generative modifier (that has a `show_in_editmode` setting) will show the weights on the generated geometry incorrectly.\n- In release builds this will either draw only parts of the mesh (with garbled weights)\n- or prevent the generated faces to be drawn at all\n- spotted while investigating #57283\n- in Debug builds this asserts:\n\n\n```\n1 raise 0x7ffff1c93eab \n2 abort 0x7ffff1c7e5b9 \n3 __assert_fail_base.cold.0 0x7ffff1c7e491 \n4 __assert_fail 0x7ffff1c8c612 \n5 GPU_batch_vertbuf_add_ex gpu_batch.c 193 0x25ce62b \n6 DRW_mesh_batch_cache_get_triangles_with_normals_and_weights draw_cache_impl_mesh.c 4734 0x2619682 \n7 DRW_cache_mesh_surface_weights_get draw_cache.c 3093 0x268be70 \n8 EDIT_MESH_cache_populate edit_mesh_mode.c 636 0x2636cf1 \n9 drw_engines_cache_populate draw_manager.c 979 0x2624a27 \n10 DRW_draw_render_loop_ex draw_manager.c 1469 0x2625c02 \n11 DRW_draw_view draw_manager.c 1406 0x26258c5 \n12 view3d_draw_view view3d_draw.c 1259 0x1b41789\n```\n\n\n\n[WeightsInEditmodeGenerativeModifier.blend](WeightsInEditmodeGenerativeModifier.blend)\n\n- open blend\n- select any of the objects (all have a generative modifier on them with `show_in_editmode` turned on)\n- go into editmode\n- enable `Overlays` > `Vertex Group Weights`\n\n",
"Weights doesn't show in edit mode with mirror modifier\nWindows 10 x64\nGTX 950M\n\nBroken:\nDate: 2019-01-02\nHash: 8063d72b08d2\n\nWorks:\nDate: 2017-9-11\nHash: 5bc8ac9\nBranch: blender 2.79 (Official Release)\n\nWeights doesn't show in edit mode when using mirror modifier.\n\n\nEdit mode, mirror modifier, Vertex Groups Weights overlay enabled\n\n\nEdit mode, no/disabled mirror modifier, Vertex Groups Weights overlay enabled\n\n\nWeight paint mode, mirror modifier, Vertex Groups Weights overlay enabled\n\n\nEdit mode, mirror modifier, blender 2.79\n"
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